Was related on sculpting on locked keys. Issue was caused by building
PBVH from base mesh which is now doesn't have shape key loaded into
it as it was in 2.62.
Fixed by loading coordinates from deformed mesh into PBVH like it
happens for on-locked shape keys.
* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
* Added a new window submenu, which contains operators for duplicating the window, going fullscreen and toggling the system console on Windows.
* Removed the Toggle fullscreen button from the header, its available via menu or shortcut (ALT+F11).
Based on patch [#24709] Window menu added to Info menus by Elia Sarti (vekoon). Thanks!
* This patch changes the header statistics to something more meaningful
* Removed the blender.org string, version info is sufficient + not all Blender versions come directly from blender.org
* Use names like Faces, rather than abbreviations.
* Show Verts, Edges and Faces, independent of the current selection method in edit mode.
* Added TriCount into the header.
* Small change to the patch by myself, added a "v" in front of the version number.
- Displays dopesheet information for selected tracks, and currently does not
support any kind of editing.
- Changed regions to use the whole main region for such views as curves and dopesheet.
This allows to have own panels with tools/properties in this area.
- Active clip is getting synchronized between different clip editor editors in the
same screen, so updating of curve/dopesheet views happens automatically when one
changes current clip in one of this editors.
- Panels in toolbox and properties panels are now separated to rely on current view
mode, but some operators and poll functions still need to be updated.
- Added new screen called "Movie Tracking" where layout is configured to
display timeline, main clip window, curves and dopesheet.
Use texture buffers to display frames of footage in clip editor. This allows
to apply bilinear filtering of proxied resolution which.
This also resolves incredibly slow performance when drawing 4K footage on
some videocards (was originally noticed on macbook pro). Also this allows
to avoid sending the whole frame to the video memory when working with a
single frame (i.e. before this patch the whole frame would be send to the
videocard when panning frame).
* Fix word selection for words with multibyte characters. No need to call txt_move_left() or txt_move_right(), because these functions work with symbols, not bytes
* Word selection now treats tabs the same way as spaces. Also useful for words with multibyte characters
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
Patch from Jaggz H, thanks!
[#31096] Weight-painting: Brush-specific weights
http://projects.blender.org/tracker/?func=detail&atid=127&aid=31096&group_id=9
Each brush's weight can now be set individually, can also enable
unified setting (same as size and strength have.)
Added readfile code to the patch: subversion bumped to 1, brushes get
default weight of 0.5, unified weight enabled by default and value
from old vgroup_weight field.
This bug was caused by r45902. CcdPhysicsController::RelativeRotate() was reading 2 values past the input because it was actually being passed a float[12] when it asked for a float[9] by KX_BulletPhysicsController::RelativeRotate(). Now KX_BulletPhysicsController::RelativeRotate() passes in a float[9] like it should have done to begin with.