----------------------------------------------
Two extrude bug fixes provided by howardt in IRC
1: Edges getting extruded in sheets did not have
consistent normals.
2: Sometimes faces created by the extrusion
process were corrupt
* macro ABS has no effect with uintptr_t anyway and was throwing warning (promoted to error) -> commented out and marked with TODO
* removed two unused variables trhowing warning also promoted to error when compiling.
Closed regions didn't always draw the (+) icon right place, confusing
for users.
Next to that, I think this icon is using a bad metaphor or visual language,
Illustrated best if you close a header in outliner or buttons. Icons are
UI widgets, for screen/editor layouts different controls can be stylized.
My preference is something that aligns visually to the seperators between
regions; for testing and hacking pleasure I've added two quick versions,
a small tabbish thing and a triangle. Enable these with debug menu,
ALT+CTRL+D, values 1 or 2.
This is simply drawn with opengl now. An image for it can be made as well.
Previews:
http://www.blender.org/bf/closed_regions1.pnghttp://www.blender.org/bf/closed_regions2.pnghttp://www.blender.org/bf/closed_regions3.png
There's other design ideas to explore as well, like making region deviders
8-10 pixels wide, with a 'drag me' dot on it or so. That takes some screen
estate though, and will require to add big editor-dividers too...
Fun stuff for the mockup-mafia to check on, we have time :)
render strands use the window matrix and window size which were both zero while baking, this caused divides by 0 and eternal malloc loop.
So set unit window matrix and dummy view size.
This is more a workaround then a fix but avoids crashing.
this bug was introduced in 2.58 (r37342), when adding filtering support to imagewrap(), the problem is boxsample was getting float values which were not wrapped as int values are.
Fix for bug found by psy-fi.
* gpu_buffers.c was using GL_ARB_vertex_buffer_object to check for VBO
support, should be using GLEW_ARB_vertex_buffer_object.
error messages on start. These were coming from initializing the SDL video
subsystem as part of Joystick init. We do not need this, as video stuff is
covered by GHOST, most likely this was conflicting.
On clicking in a non-active Blender window (when you activated others),
the mouse position of the first click was still the old position.
Problem is in GHOST; it sends out the 'activate window' event after the
mouseclick event itself. Code now checks for this case and reads the
correct mouse position.
Toggling options on the selection is better done as a generic operator.
Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings.
This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
back in selection history for bmesh->mesh
and mesh->bmesh conversions:
----------------------------------------------
Select Vertex Path had wrong invoke callback
(shouldn't have any?).
Also selection history was not converted when
doing bmesh->mesh or mesh->bmesh conversions.
This meant that tabbing in and out of editmode
would make your selection history dissapear.
Undo pop would also not preserve selection
history so any operators that relied on it
would not work when you adjusted their settings.
Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x'
Reported by Gaia Clary.
Problem was that the old multires data didn't flush changes to
vertices out to the Multires structure on filesave. So, recent bits of
sculpting could be lost if the multires level wasn't changed before
filesave.
We already had code to deal with missing multires vertex data, which
simply copies the Mesh vertex data into the multires vertex data if it
matches the number of vertices in the highest level. Moved this code
up a bit so that we always make this copy if the numbers match up.
Was able to reproduce the bug fresh in 2.49b, and confirmed that the
fix works. However, this does not help if changes were sculpted on a
multires level other than the highest level and saved without a
subsequent level change.
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
and select loose verts/edges:
----------------------------------------------
Split select by number of vertices and select
loose verts/edges into seperate functions.
Previously select by number of vertices was
also accessed through two different UI items,
"Select Quads" and "Select Triangles". Now
it is one function with a integer property
for selecting the size of the face you want
selected.
Also added an option to modify the behavior
of the selection. Can now select whether you
want to select faces that have vertices
equal to, less than or greater than the number
of vertices in operator property.
lambda_cp_line --> line_point_factor_v3
lambda_cp_line2 --> line_point_factor_v2
correction to previous commit function name
isect_seg_sphere_v3 --> isect_line_sphere_v3
... since its not clipped.
added a clip argument to the python version of the function.
----------------------------------------------
Loop multiselect operator brought back. It can
be accessed via the select->edge loop and
select->edge ring menu entries or through the
ctrl-e edge specials menu.
Thumbnail save for .blend crashed, when being in editmode for a mesh
that has other object users as well. Derivedmesh confusement...
Thanks to Sergey for finding the cause!