Merge internal and external filtering in a single loop (solve problems caused by order of filtering)
Made graph length calculations work on cyclic graphs (it unrolls them)
* Added "Lock axis" options on taper and strech/squash (suggested by ZanQdo)
* Better control of deform factor (suggested by ZanQdo)
* Added eModifierTypeFlag_AcceptsCVs (so it now accepts both curves and meshes)
These are for use in pose mode or armature edit mode, to let you quickly traverse up and down a chain of bones.
It's quite useful for bones that are in hard-to-click places.
The tools are:
*Select parent/child ( [ and ] )
selects the parent or child of the active bone, deselecting the original active bone
* Extend select parent/child (shift [ and shift ] )
selects the parent or child of the active bone, adding to the selection
Thanks to Joshua for reviewing this so promptly!
PS. I'd like to use these [ and ] keys more widely in blender as consistent 'select next / previous' tools. I can imagine it being very useful for a lot of things like keyframes, nodes, mesh edges, etc.
* Material.c - functions for get/setRayTransGlossSamples were not being used.
* BPY_interface.c - removed function GetName(), since everything else just uses id->name+2.
* header_info.c - added ifdef win32 around copy_game_dll since its not needed for other os's yet
This fixes:
[#16655] Blender crashes when Fraps videos are added to the sequencer
(sorry, color conversion is not supported by swscaler for some reason,
so currently, only the crash is fixed)
Fixes:
[#15082] Sequencer: for image strips, the Input file field disappears if the cursor is out of the selected strip
also it wasn't really a bug, since the file name of image input strips
_has_ to depend on CFRA.
Well, we choose the next possible image strip, which is most likely the thing,
most people expected...
This fixes:
[#17405] Sequencer: unselected black strips are unreadable
using
[#17418] Fix for bug #17405: unselected black seq strips text unreadable
Thanks to Roelf De Kock for providing the patch and
mindrones for the bug report :)
Some WIP code for 'nicer' drawing of thick 2d-strokes that will hopefully result in smoother lines, particularly with abrupt direction changes. Currently the code is hidden behind the rt button (for rt != 0), as in some cases, it still looks rather bad.
Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.
Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).
Doh - I forgot to add a comment to the previous commit.
This adds a file exists check for Make Dynamic Runtime for the GE. It also removes this menu option for now, as the required file ( blenderdynplayer.exe ) hasn't been included with the Blender app for quite a few releases ( therefore the feature has been broken ).
I also renamed the option, to make it a bit more understandable. This might even be better moved to the Game menu, but I didn't want to do that ( yet :) )
Improved accuracy of the eraser a bit. Now it does a boundbox test first before trying to erase strokes, which means that other (rather unrelated) strokes are less likely to be affected as well.
Other methods could easily be supported in the future. The method now works as planned for the contour style. For style modules with Python shaders, there still is a problem that I will fix right away.