halo material attach to the object instead of the mesh.
Also for bug #13489: avoid a crash rendering with invalid
active vcol layer, most likely caused by a bug that was
already fixed.
Autosave disable didn't work.
Note however that a disabled autosave only gets active on saving the
user settings, and loading blender again. This is a timer that gets
set on startup. I didn't code a kill timer. :)
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Add access to MTex objects from Lamps and Worlds (first pass). Since the
MTex structure is slightly difference between materials, lamps, and worlds,
a field is added to the BPy MTex object to distinquish which type it wraps.
Attempting to access attributes which are unique to materials for lamp or
world MTex objects throw an exception. The next pass will implement MTex
attributes which are specific to Lamps and Worlds.
A new attribute (textures) is added to each module. It is compatible with
the previous Material.getTextures(), which returns a tuple of either MTex
objects or None. Surprised we never added an attribute for this before in
all the changes and refactoring.
* Made new layers default to having thickness of 3, and opacity of 0.9. These values seem to be used more often.
* Newly added Grease Pencil blocks will now be expanded by default in the Action Editor
* Added support for Image Editor grease-pencil blocks to the Action Editor
* Added version-patching for missing colours used by the info-string for GPencil.
The little info string beside the mini-axis (in bottom left corner) is now more useful when animating fullscreen. ZanQdo feature request.
* Info string is drawn in yellow when there is a keyframe on this frame.
Hopefully this doesn't introduce any major slowdowns, as it does do a search for keyframes for every redraw.
* Name of first marker that occurs on the current frame is now also shown (in angled brackets). No angle brackets are shown if no marker.
* Info string is also shown when there is no active object.
FSA didn't support "key alpha", fixed it.
Also noticed edge-enhance didnt work for FSA, added warning for that,
fixing it is too clumsy, this option belongs in compositor.
bug fix [17428]
/*backward compatibility note:
G.rt==16 still activates 'old' code
fixing bug [17428] which forces adaptive step size to tiny steps in some situations .. keeping G.rt==17 0x11 option for old files 'needing' the bug*/
* Auto Depth: use the depth buffer for improving pan/zoom/rotate
in large scenes.
* The viewport drawtype for objects in groups now aren't just taken
from the original object, but the minimum together with the parent
drawtype is used.
Grease Pencil is now available in the image editor. It is important to note that the strokes drawn WILL NOT become part of the image visible at the time.
Unfortunately, 'fancy' stroke drawing cannot be enabled for use with the 'Stick to View' setting here, as the scaling is wrong.
* Removed compiler warnings from texteditor work
* Added round brackets around the new defines for IPO channels for extra texture layers
* Tweaked priorities so that BLI_heap_* functions in blenlib can be found by linker (split-sources specific)
TODO:
* "monkey*" vars cannot be found still
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
this helps in cases where you want to use a logic brick in 2 states, linking the sensor to a second state's controller can be tricky.
This way you can pin a sensor or actuator, change the visible state and link it to another controller.
The pin button will only be displayed when states view is enabled and the logic brick is expanded or when it is alredy pinned.