- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.
Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
Two issues were found:
- Mesh/Curve/Lattice kay blocks weren't copying their actions
when making object data local. This lead to object data using
diffrent AnimData structures which were using the same action.
- Copying actions shall happen after object object data was
localized. This is so because otherwise we'll copy actions
for original AnimData, not for copied one.
Reviewed by Joshua, thanks!
If multires has got zero subdivisions in sculpt mode, no need
of displaying warning message. It was rather strange decision
which confused artists.
Now multires with zero subdivisions will be ignored silently
when in sculpt mode.
add arguments to calculate normals when converting to bmesh:
BM_mesh_bm_from_me, DM_to_bmesh
This gives some speedup to undo (which didnt need to re-calculate vertex normals), and array modifier which doesnt need to calculate face normals at all
An optional 'internal' argument was added to the bpy.data.texts.load() operator.
The changes in revision 57153 were reverted, so that the is_in_memory and is_dirty
properties of text datablocks are not editable again.
In the C API layer, BKE_text_load_ex() was introduced to allow for optionally
making text datablocks internal after loading.
New OSX "Life resize" was also being called during opening of windows - when things are
not initialized yet. Crashed on opening full-screen window (which is animated in OSX).
* Panorama Camera was not working for Blender Internal and Cycles anymore.
Code checked for Freestyle render layer flag, but as the flag is enabled per default, it broke Panorama camera in all cases. It made no sense to check this on a render layer basis anyway... check if Freestyle is enabled in general now instead.
The rationale of this revision is to provide an easy way to make text datablocks internal
from within Python (i.e., by setting these properties to True and the 'filepath' property
to empty string).
Now add asserts to make sure this layer is only added once the modifier stack has been calculated.
this saves normal layer being calculated whenver vertex normals need updating.
many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.
Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.