CTRL+click on node will not only select it, but also connect the active
viewer to the top output of the node.
To evaluate: make viewing option to have this as a default on select.
Could work nice for collapsed nodes.
* Ctrl-I now swaps the selection status of keyframes/channels depending on where the mouse cursor is located. Ctrl-Shift-I does so for markers.
* (De)selecting channels now clears the 'active' flags too, so there will be no more 'selected' items lingering around even after pressing AKEY
* Transform Constraint UI drew 'VG:' field incorrectly, resulting in bad layout
* StretchTo constraint's UI has been tidied up a bit
* (TODO: MinMax's UI needs URGENT attention)
The menu listing the scripts available for use was not working correctly for newly created PyConstraints. This was caused by a missing initialisation for the 'active' index.
Now it is possible to define a custom colour set per bone group. This allows rigs to look consistent across different computers with different themes. As such, the bone-groups buttons have been reshuffled to present the settings in a better way.
Colour sets are now selected from a menu with descriptive names, instead of using a slider. Choose the 'Custom Set' entry to use a custom set of colours for the active group. The sets of theme colours have been retained, and can be used directly, or as the basis for a new custom colour set (when any one of the colour controls is touched).
For bone-groups that haven't had any custom colour set used yet, a default 'test' set is used. This uses bright versions of the RGB colours.
I also added a button to control enabling/disabling SSS for render.
- Fix for potential halo sorting crash.
- Add a newline at the end of a file to remove gcc warning.
It's already supported within transform, was previously known as 'tweak mode' and for some odd reason was a compile time option. This brings it to a user preference (in 'Edit Methods' section).
Basically it means that you don't need the extra click at the end to confirm a drag-move transform, if you're already dragged, you can just let go of the mouse rather than needing to click again. It's a lot more comfortable when you're used to using other applications as well as blender, and much more sensible for tablets.
This started life as patch #7144 by Ed Britton, but this implementation has been changed considerably.
This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.
Settings are:
- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor
"Insert Key" menu in Action Editor (IKEY) now has a new option: "In Active Group". This only inserts keyframes in the active action group (if available).
- Material buttons code didn't set particles update flag
- Small change to how particle emit time is interpreted from textures, now the "time" texture output can actually be used for something
- Hair didn't update the visibility flag of each particle
- Changing the disp value gave a too strong update call to particles
- Changed disp value behavior for dynamic particles a bit, now all particles are always calculated for uncached frames so that every particle gets it's data cached. Now the disp value actually does what it's supposed to do, it alters the amount of particles DISPlayed in viewport, but doesn't change the simulations. (With old particles it was possible to only calculate the disp amount of particles too as everything was always recalculated from scratch anyways, but now that particles are more complicated and cached etc. it's not an option anymore.)
scenes could crash, there was code to make sure osa level is
the same in all scenes, but that was set too late, after sample
tables are created.
Fix for some unitinialized vector warnings with FSA, these were
harmless, unfortunately.