3D Window "Transform properties" was using bad globals for buttons, this
caused things not work with multiple 3d windows open, and (in editmode)
set one panel to "Local" and the other to "Global".
Also:
- added undo push for moving bone to a layer
- protected Ikey for posemode to not show a menu without selection
When linking a referenced (Library) Image to a texture face, it wasn't
tagged to become saved in file. So you lost data.
Also fixed: tooltip for the "Li" icons was wrong.
freed. Windows nicely crashes then.
Also: added human readable string in fileglobal, so you can check the
subversion in a file manually too. Rule:
- Find GLOB chunk (first chunk after REND now)
- skip sizeof BHead, 20 bytes in 32bits, or 24 in 64 bits
- there's 4 characters showing subversion, right now it reads " 1".
PET Connectivity calculation code had a bug that only occured on really large scale meshes which caused a hang (infinite loop).
Fixed by raising the threshold to prevent float errors.
Next to the release code, a subversion number is written in the file
now. This is in the chunk GLOB, which is now in beginning of file.
Subversions can be used to have finer control over do_versions(), so you
don't have to wait for a release to patch stuff nicely. We can also
increase these subversions regularly to denote important changes.
If a subversion is not 0, it's being printed in the header, so a user can
also verify the state. (We might even tag cvs for it?).
Next to this, a minimum version and subversion number are written too.
From now on, if you change files in a way a past binary cannot read this
nicely anymore, you should set these minima to the current version.
This was especially added for the new mesh layers, which will not work
for older binaries once we make 2.43.
Ancient bug: texteditor input was limited to "isprint()" characters, the
default non-accented simple ascii set. I've removed that.
Now we still have a conflict with hotkey handling, so ALT+character input
won't work. But, for keyboards that have special character keys from itself,
this patch will allow typing them in Text now.
Array Modifier type "path length" didn't force a path calculation on load.
Note that this is still improper handling in Blender... an exception that
has to move to the depsgraph.
DNA definition of Sculpt structs in Scene were not properly aligned,
causing memory errors on quit ("Memoryblock reconstruct: end corrupt").
More testing reveiled padding errors in two other DNA_ includes, for
sound and gamelogic. Both potentially crashers... and caused by
commenting out struct members with a C++ comment, that seems to not
work...
I've revived the DNA padding test method, which saves out a simple C
file you can compile to see where padding issues are. This now works
as follows:
- change line 991 in makesdna.c to become (1) (true).
- recompile makesdna.c
- you now have a padding.c in the same dir as makesdna.c
- compile it, command line: "gcc -o padding padding.c"
- now run it (./padding), and it will print out errors, if there are.
For me, the DNA files are now 100% padding free. Might be interesting to
check it in 64 bits though!
library .blend files anymore, making it a load faster to use.
- Fixed ancient annoyance; samples were not properly freed, giving a lot
"Error Totblock" when using sound.
This fix also involves removing an ancient NaN hack, which treated the
samples as fake Library data in the Main database.
But still, the Blender Sound and Sample code is horrible... :/
- When using (referenced) Library files, the groups in Add menu now are
listed per used file. This allows to easier create custom datasets.
- Toolbox opens in collums now, when more than 30 items in a menu exist
The Add Group (shift+a) menu showed all groups, now it skips the groups
that are packed inside another group, so menus don't get too crowdy.
Check the reason: :)
http://www.plumiferos.com/temp/big-group.png
nice little 'debug' feature
SHIFT_ESC breaks baking without throwing away the baked keys
so you can check the solution calculated so far
baked sb replay checks for NULL pointers in keys -> motion will stop there
even saving and loading to file works here,
but i would not expect it to do so
humm .. may be i'll add a dirty flag for that
Crash using Shape Widget Wizard script, was an error in customdata copy.
The script still throws a python error though, but that seems unrelated
to this crash.
Added a callback instance_init() so that any particular instance of a
texture plugin can initialize data. Updated the clouds2 and tile example
plugins to have a (dummy) call back.