No fix... the Object "TimeOffset" option to work on own ipo doesn't work
at all, not since NaN days. Enabling it is easy, but might screw up a lot
of previous saved files.
I moved that report to the todo, for a make-over of the entire internal
timing system. Added tooltip in button this option doesn't work.
Curves without bevel/extrude don't react to buttons to fill front/back.
That is coded that way, so added this info to the tooltip
Bug report #4566
Creases drawing became very awkward in commit in august last year. Flipped
the drawing order so the fat lines - denoting creases - are drawn first.
That way the value of crease is visible, as well as edge selection state.
Sequence renders, calling scenes with compositing, didn't execute composite
correctly. Confusement caused by the rule that a "Render" handle has same
name as Scene, which gives conflict for the case when a Scene has
sequencing with Scene strips with its own scene in it.
The previous solution for that conflict caused composite not to work. This
commit solves that, but it is still hackish. Main reason is the still
bad global G.scene, in use by compositor.
Added extra security for fill faces. This function is being used for
importing now too, and it gets called for quite weird fill cases...
nevertheless, it should not crash!
AO option "Use Distances" does not work for colored AO, only for "Plain".
I've added this info in tooltip, and added event that resets the color
option for AO when "Use Distances" pressed.
In Editmode armature, the autocomplete for bone names used the bones from
the armature itself, not the edit data.
While fixing, also found out autocomplete for vertexgroup didnt work even.
Weightpaint fix.
Weight painting was recoded in 2.40 to support all features from vertex
paint. That code uses a 'soft' brush by default, which makes it impossible
to assign exact weight values on a single click (which used to be possible)
I've made that an option now, so you can disable it for single-click setting
of values on vertices within the brush (if 'use vertex distances' is
set, of course).
- When saving image from Image Window, the extension was not added (with
the option 'add extensions' set, in Scene buttons output panel)
- Same situation, after a save the data-block Image name was still the old
one, also on 'reload' (in header and browsing menus). Confusing... so
when saving image under new name now also renames the Image block.
Small tweak in warning levels for buttons showing Library data.
- Material, panel "Links" did still allow to change some settings
- Material, panel "Texture" did not allow to view different channels
Debugging complex files with drivers is very hard... so I've added the
drivers now to show in Outliner too (under the Ipo).
Note that this works for Actions too, but only when the action is linked
to an Object directly.
(For a real diff you have check previous commit, I forgot to write a log
for that)
In outliner, the icons sometimes were drawing too large or too small.
Same happened in NLA, Action, Image window etc. And it happened
for "International fonts" when set to use 'texture drawing'.
Reason: the API call for setting icon size BIF_icon_set_aspect() was not
used consistantly. Sometimes it was set, sometimes not. And even worse,
for every icon drawn in UI buttons, the icon lookup had to be done twice
because of the aspect function.
Solved it by removing this call, and adding a new function:
BIF_icon_draw_aspect()
The old BIF_icon_draw() call now draws with aspect 1.0 always. The icons
code already had optimal checking for changed sizes, zo a change in aspect
won't result in much cpu overhead. Plus it saves calling icons lookup code,
which will make it all a bit faster.
Andrea: I've added this aspect function a long while ago, I think you also
like it better how it is now? Please check!
Another outliner + buttonswindow select error:
When clicking on lamp icon, the buttons window shows material, not lamp
buttons. Same happened for F5key btw, when buttons were showing world.
Also fixed: when switching to world buttons with F8key, the preview was
not re-rendered.
- Crash on collapse with subsurf modifier. Cause was a missing DAG update
when calling from the 3d view header menu.
There really should be some standard way to place these countall, DAG
update, redraw and undo push calls for editmesh tools, now they're in
random places in the editmesh and UI code.
Not clearing the value for 'parts rendered' caused 3d previewrender to
sometimes fail doing updates (when an escape happens during converting
render data).
Node Editor.
Fix for a fix: cleanup of abuse of uiBlock accidentally disabled the
feature that only makes Node buttons accessible when visible. This to
allow Nodes to overlap and properly used.
A subsequent hotkey press like F5 now cycles through the sub-context in
buttons. However, this should not happen when clicking on Material icon
in outliner!
When using Node Shaders, the OpenGL color (solid drawmode) in 3d window
was still using the base Material only. That's a bit counter-intuitive
yes... i've replaced this with a function that checks for the active
material node color. Not perfect, but at least interactive.
- when renderwin exists, but not used for render, the ESC timer check still
could return ESC event, due to missing flag clearing.
(For example in sequencer, a scene strip did not update on frame advance)
- option 'single layer' set in combination with render "Do Sequence" didn't
free the pushed layers.
Added countall to metaball select, undo, duplicate (all the obvious places) - but its possible coultall() could be added to other functions especialy for metaballs.
The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.
Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
option that shows previews (in code as well as functional!)
I was having to switch out of face select to undo then go back into face select mode.
FaseSelect+WeightPaint is very usefull, while wait painting its very unlikely youd want to be UV mapping faces.
Also Made all space.c's c++ comments into C style.
- Button "relative key" was still there in Mesh Panel (is in Shape now)
- Button "Slurph" also moved to Shape panel, and gave it a tooltip.
(Slurph with value 10 will make the first vertex of a Mesh go 10 frames
earlier than the last vertex. Nice effect for making flexible stuff)
Material buttons: the Node Panel should draw the active node UI, but it
didn't use the correct width value to draw buttons, causing for example
the "Normal" widget to draw out of bounds.