Supported sorting by name, longest tracked segment and total tracked frames.
Internally tracks are stored in Tracking datablock, but sort order is
a clip editor space property and sorting happens on clip editor draw.
If there's no dopesheet opened with different sort orders it's not
a problem due to re-sorting wouldn't happen.
Also fixed draw issue of tracked segments introduced in previous commit.
Issue was caused by the fact, that sequencer is working in sRGB space, but
when there's only image input strips we need to make sure conversion from
byte to float buffer would keep float buffer in sRGB space and wouldn't
make it linear as it's supposed to be in other areas.
If the RMB has not been released after starting a sculpt stroke, then hitting escape will cancel the stroke in progress and undo any changes to the mesh.
This is a slightly faster work-flow than using undo, is a feature available in other paint programs, and also puts in place the infrastructure to add other keys later that could tweak strokes in different ways.
Enables the NUMPERIOD view centering operator to work in sculpt mode. Hitting NUMPERIOD while in sculpt mode will center the view on the end of the last sculpting stroke made by the user.
This is useful for quickly refocusing on the current work area without fussing with the view controls.
It does not zoom into the stroke (slide only).
It does nothing if there have been no strokes.
sculpt shape key switch. All cases that called this function needed parameter
only_face_normals set to false, so changed it now.
Also fixed wrong user count for imported mesh from collada and simplified
previous fix for tesselated faces to polygons conversion.
Issue with multimaterial meshes and mface to mpoly conversion being before assignment of materials (which is done on meshobject instancing?).
Added explicit bmesh conversion to MeshImporter which is called from DocumentImporter::import.
Note that there is still a problem, destination ("site-packages") is not in blender's python path, so you have to edit sys.path before being able to import numpy... but at least it installs again.
mask drawing.
Now refactored the code a bit so that in no longer calls textured mesh drawing
for the face mask drawing, just handle it as part of regular paint color drawing.
Should also make the blender internal behavior more logical where it would start
showing textures in solid mode when enabling face masking.
working in blender render rather than blender game mode. Tweaked the flags a
bit to make it compatible more, but for full configuration you need to be in
blender game mode still.