bones if "Only Selected" dopesheet filter is enabled.
When this was enabled, it would be too easy to accidentally change the selected
bones, causing the keyframes you were just editing to disappear
Fixed OpenGL part: in draw_object, when object has some particle systems and none of them render the emitter, and display option is set to show only rendered objects, skip this object.
Note: Cycles matter I did not investigate, looks like a render-engine issue.
It was not implemented in anim filter yet.
it's strictly speaking not so much clear how
"selected only" mode is expected to work when
having multiple node trees editing at the same
time. For now all the animation data from
selected group will be displayed.
Issue was caused by Blender Internal changing LIB_DOIT flag
for scene when it gets updated for new frame. This leads into
conflict with flag used for tagging scenes fr render,
For now made it so nodes are being tagged instead of scene.
Only none node from those who're sharing the scene will be
tagged. And rendering scenes for node tree now checks for
node flag instead of scene's datablock one.
Ideally this tag would be replaced with scenes stored in an
array, but then it's not so clear how to check which node
to update.
Objects were not being freed when unlinked from all scenes, due to user count increments on the ParticleSystem->parent pointers. These were referencing the objects themselves, creating a user count of 1
and preventing free. Object pointers should not usually do user counting, except in some cases like scenes and groups (thanks to Brecht for clarifying this).
Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
Update tagging was happening only after full triangle was handled.
Now made it so images are updating once in 0.5sec, progress bar
will still update only after the whole triangle is done.
The issue was caused by uncertainty of current camera when
there're no markers to the left of current frame.
Now in this case camera from the top-left marker will be used.
My previous fix for uninitialized texture coordinates was not working well,
and in fact there was a bigger issue with GLSL drawing and missing attributes
with immediate draw mode. Now it will explicitly pass zero rather than having
it use whatever value was set last.
Seems no user counter tricks are needed from r23598.
Also, r33453 is obviously wrong, because new ID's user counter is 1,
and could not exceed this value.