* UV coord buttons overlapped others since merging uv/face and editmode.
* added some quad join and triangulate into the Ctrl+F face menu.
* active face cant be hidden anymore.
Thanks goto Matthew Plough (meestaplu)
I've tested it on linux with both an nvidia and an ATI card,
I've also tested it on a mac and solaris, as well as through a
remote display. So I think this one is pretty safe.
If it causes problems on older systems we can revert it
but I don't think we will have any issues with it.
Kent
The WKey menu was way too big and not well organized, re-arranged keys like this.
Ctrl+V - Vert Menu (remove doubles, smooth...)
Ctrl+E - Edge Menu - left as is
Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors)
Wkey menu only has subdivide in it now.
filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
reflecting/refracting materials with ray shadows. Fully glossy
materials get Full OSA on automatically, so extra redundant samples
were being calculated for the shadows. This has now been fixed by
reducing the shadow samples accordingly if Full OSA is on.
Thanks to Benjamin Thery who notified me of this!
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index
since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index
* fixed some warnings
* made the colored edge in active face draw mode only display when texture mode enabled.
When switching Mesh properties over to METH_O from METH_VARARGS certain method definitions
didn't get switched over correctly, causing calls to mesh property functions to fail.
Added copy menu for editmode for copying from the active faces material, image, UV's vcols etc,
improved on the current vertex color copy by averaging the 4th color when copying color from a tri to a quad.
And added edge crease and length copy
cerrently verts dont have a copy menu but eventually copy weights would be good.
(UV Calculation tab is nolonger relevent to FaceSelect draw modes.)
Move FaceSelect draw options into WeightPaint and VertexPaint panels.
Moved UV Calculation panel in with shape keys tab.
* Does not indicate that UV's exist, nor does it add UV's when used.
* Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask)
* Not accessible from the mode menu, this is only an option that applies to paint modes.
This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled.
Other changes
* UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway.
* UVCalc in editmode adds a UV Layer if there is not one alredy.
* texture draw in editmode does not draw the face dots (they are get in the way of texturing)
* some missing updates were added.
* removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)
Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
This commit fixes two minor mistakes made in the previous commit for this:
* forgot to advance to next ipo curve from buffer
* handles on the curves that got data pasted were not recalculated (those from the buffer were instead!)
When resizing an Outliner window, the contents would eventually get 'pushed out of view' when shrinking the view.
I've added a bit of a 'hack', which will ensure that this doesn't happen, by forcing the view to look at the left-side of the outliner tree, when the width of the outliner window decreses due to resizing.
found by Riku Palomäki, was that "bridge" vertices (which connect two or more
faces that don't share edges) were not being included in the maximum final
vertex count calculation (used for memory allocation, hence the crashes).
Unfortunately Riku's patch actually stopped bridge vertices from being split
correctly, so I have fixed the problem by adding the maximum number of vertices
that can be generated from bridge vertices to the maximum final vertex count.
Thanks to Riku Palomäki for finding the cause!
NLA was calculating extensions of strips in the wrong order. This was not an issue in many cases, although it is highlighted in the following case:
[strip 1 - 'hold' is on] ----------------------------
[strip 2 ]
Logically, the end of strip 1 would hold on until the start of strip 2. However, the start of strip 2 was extended to the end of strip 1 instead.
This patch, by Juho Vepsalainen (BeBraw), introduces subdivide multi functionality for armatures. It lets you specify the number of divisions that selected bones should be divided into.
I've slightly optimised the code a bit, though the change shouldn't make much of a difference. I've also fixed a minor bug in the menu highlighting, due to duplicate menu event-codes.
When in EditMode for IPO-curves, keyframes are now pasted from the IPO-editor's copy/paste buffer instead of the entire curves being pasted. This makes it possible to 'move' keyframes from one IPO-curve to another.
* Only keyframes in the copy/paste buffer that are selected, are pasted
* All keyframes that are pasted, are pasted relative to the current frame, with the current frame being the location of the first pasted keyframe.
* Pasted keyframes replace exisitng keyframes if they occur at the same location.
The python wrapper code for shape keys was really bad; whoever wrote it
(mis)read the wrong section of blender's codebase and got the totally wrong
idea. The code was definitely broken to the point where either it had to be
fixed for 2.45, or else the entire keyblock wrapper would have to be removed
from the stable branch. The fact that it didn't crash is just sheer luck;
the code assume mesh keys were MVerts, when in fact mesh keys are just
arrays of three-float vectors.
So shapekey data can now be editing directly, and is exposed as Mathutils.Vectors.
Also I updated the epydocs to explain how it all works now.
The actual "bug" is much more general than simple viewmove. In fact, any time the center (for viewmove, or transform, or ...) on which initgrabz is called was behind the camera (in perspective, then), all mouse motion where reversed.
What I added is a special handling case that reverts those situation to the default case (center = viewport offset).
This changes the behavior for those case to something much more predictable/useable, but I doubt anyone expected it to work incorrectly, so I'd say that's alright.
This covers other cases than transform and viewmove (which are the only ones I really tested), but I don't expect breakage elsewhere.
If anyone disagrees with the change, feel free to offer a better solution.
- nicer drawing of highlight for bookmarks
- fix slight positioning issue of bookmark highlight
- resetting bookmark highlight when mouse outside bookmark area
- cleaned up define that isn't needed anymore
This commit replaces the old function used to draw time node
user interface with new one. This should fix the issue. The
function can later be reused time node for material node
system.