This commit gets rid of the #ifdef WIN32 I did for the FSAA code.
However it still manually defines the constant (if it's not already defined)
for FSAA, as I'm not sure which platforms have glext.h and I don't want to risk
breaking platforms before release.
Joe
from translate node. Once again courtesy of joeedh (Joe Eagar). Should be
noted that there are other nodes which seem not to respect these offsets
as well. Will investigate further.
* fixed errors with Null materials
* faster material exporting
* export with modifiers applied
* faces with invalid material indicies work now (maybe should be delt with in the Py API)
* removed per vert col code since all colors are pre face now.
This commit fixes problems with FSAA (full-screen video card antialiasing) with selection.
It turns off FSAA for the backbuffered select drawing function.
Since opengl's extension system is incomphrehensible to me (at least not without committing glew), I've
basically done a little hack that detects if the value we need for glDisable (MULTISAMPLE_ARB) is defined,
and if not defines it. Also, this commit only works on windows, because glx sadly seems to not support
arb_multisample at all, and in all likelihood neither does osx.
Joe
- Previous fix (commit today) for outliner-selecting and mode disabling
forgot to do this for texture paint.
- outliner: theme color drawing for background was using char with overflow
possibility.
[ #5000 ] Changin EditMode in Script wrecks memory
Armatures create weakreferences in __main__.__dict__. When Window.Editmode is called, the weaklist it iterated over and armatures are updated.
OpenEXR MultiLayer: line order DECREASING_Y (openexr spec) crashes newer
openexr libs in windows... ???
Removed it, since tests reveiled the line order is still bottom-top
Render pipeline: setting option "Single layer render" and having the active
layer disabled, crashed blender. It's a non-option anyway, so on a single
layer render, that layer is enabled by default now.
Fixed bug #5799, Multires mesh modifications get reset by rendering
This bug can cause some nasty data loss (was introduces with my commit for using orco with multires.) Fixed by making sure to do multires_update_levels before applying modifiers.
commit creator.c, so if this file is compiled and the macro YESIAMSTUPID
is defined, the executable will run, with a mean warning printed to stdout.
Enable in cmake by setting YESIAMSTUPID to On, or with make by putting
"export NAN_YESIAMSTUPID=true" in user-def.mk.
Make manipulator compatible with snapping. At first, I thought this would have been a bad idea, but after talking to some people, it seem more confusing than not to have it act differently, so I'm bringing it in line.
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Bugfix #3233: throw an IOError exception in Library.Open() if the specified
library file cannot be opened.
This had been changed to a "feature request" but should have been a bug, even
though it worked as documented (or rather, the documentation described what
the function did).
Added new icons by 'jendrzych' for sculpt mode and transform snapping. I'll be
doing a lot more on this in the next release cycle, but I'm bringing these icons
over now since they're new features and we don't really have any icons for them
at the present.
removed image support, Blender could import but not 3dsmax :/ - even managed to get 3dsdump to report a blender and max file to have the same data but max still dosnt like.
Buttons: Missing linked-library lock reset in code could invoke error menu
Bugfix #5770
Renamed option "Clear Pose" to "Clear User Transform" to indicate that this
differs from rest-pose. This option clears all Pose channel transforms, but
leaves Action values in pose unchanged. Means that when you do this, an
'insert key' won't change the animation.
Own fix:
Missing test for NULL pointer could crash Image Properties panel for linked
Image data.
Partial fix for bug #5771, Multires tool deletes crease flags on edges
* Modified the edge flags code to support all of the edge flags (not just seams.)
* Added a new array to the Multires struct to store creases.
* For Mark Sharp, Clear Sharp, and Crease, displays an error if applied to a multires mesh not on level 1.
have been in this particular case anyway), the blur radius will automatically
be limited to half the width or height of the image.
Nothing to do with this bug, but also now skips image region outside
borders when border rendering is enabled.