all RenderResult nodes (when "Save Buffers" used) at once.
Before it only read 1 Scene... not too useful.
Also: added wait-cursor for saving images in UV/Image Editor.
* use CONSTRAINT_LOCAL instead of SELECT in "Copy Rotate" constraint
* remove "LOCAL" key for now from "Copy Size" constraint; not supported
right now in Blender UI
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
Added NULL constraint (and fixed bug that didn't allow appending FLOOR
constraint), and added support for Constraint.Settings.LOCAL key support in
COPYLOC, COPYROT and COPYSIZE constraints when target object is an armature.
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '
-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop
Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
Environment map render:
- when an object is in multiple layers, the "don't render layer" option
didn't work properly. Now it doesn't render an object when it is
invisible completely
- the new scaling option also worked for cubic envmap, should not.
- Made another attempt to migrate from Sumo to Bullet: import of older files automatically switch to Bullet, but you can override it, and save the file in 2.42 version. then it stays Sumo physics.
renamed meshPrettyNormals to meshCalcNormals, and it now writes to normals rather then returning a list of vecs.
updated vertexpaint_selfshadow_ao to be a bit more efficient and make use of the above changes.
Until too many people complain: People can use older versions of Blender / player if they really need Sumo.
Sumo is not supported by anyone, and Bullet needs more feedback.
Note: Sumo is not removed yet, because no discussion is started about this. It's currently just a simple switch that replaced Sumo by Bullet.
New Constraint API. Constraints are accessible through a "constraints"
attribute in poses and objects. Would be REALLY NICE for armature users to
pound on this code.
- Found several places, where people explicitly casted the frame number
to short.
- Fixed the crash in BPY_interface by adding an empty line (to make it
recompile everywhere, make clean doesn't help...)
For the build system maintainers:
Problem was: The change in makesdna changed the position of the
scriptlink structure. BPY_interface.c somehow didn't get recompiled
(not even after a make clean!!!) which triggered crashes on adding
scriptlinks.
Made the frame boost from short to int (30000 -> 300000 frames) complete
by walking through the source and finally changing all frame-variables
to ints.
This should finally fix the framecounter warp around seen in some buttons.
If you step on any further problems that may arise starting from frame
32768 please just give me a hint and I'll fix it.
(Sorry about that, didn't know enough about Blender, when I did it the first
time...)
Also needed to seperate
view3d_paintmenu
into
view3d_vpaintmenu
view3d_tpaintmenu
view3d_wpaintmenu
The view3d_paintmenu and do_view3d_paintmenu were getting messy and had a lot of if's in it.
When you wanted to display "Chroma VectorScope" or "Luma WaveForm" for
image/window with small width/height, then Blender crashed, because
Blender has used fixed limits of ibuf->rect size. Statistics informations
should be created corectly now too.
previously would only work if the armature was the first in the meshes modifier list,
in that case the armature would be name flipped but the mesh would not)
When multiple output nodes exist (Material), the active Output flag could
get copied and wasn't reset properly. Now the depenendency sorting code
ensures only 1 output node is the active output for execution.