* moved from NMesh to Mesh
* made newstyle classes (use less memory)
* optimized mesh creation
* Animation now imports and plays (Bugfix for 5834)
+ other small tweaks
Added mesh.key - was missing from docs
the texture (in texture buttons) crashed painting. Reason was reading
a NULL pointer.
- fix for bufix: commit by Ken Hughes accidentally deleted a bugfix
(yafray render doesn't support bake, and should return)
- tooltip fix
When weights in Meshes are extremely small (< 0.01) normalizing them
can give overflows, thanks to float precision limit.
This is still unsolved, but for now the limit had to be set smaller...
(reason is that Plumiferos uses mixed lattice and vertex-group deform)
Also: running Blender in debug (-d) will print subversion now.
Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO
* Moved the retopo_mode setting to ToolSettings.
* Renamed the other retopo_mode to the (more accurate) retopo_paint_tool
Fixed bug #5820, changing multires in edit mode turns the mesh black
* Added a call to recalc_editnormals when building an editmesh from a multires mesh.
If the "UV" texture coordinate option is selected while no UV layers exist,
the UV layer name in the modifier is blank. This is not a problem while no UV
layers exist, but if a UV layer is added the modifier code attempts to use
UV coordinates without handling the missing layer name correctly, leading to a
segfault. This only occurs when the modifier stack is recalculated before a
modifier UI redraw, as the UI redraw updates the layer name.
This fix handles a missing UV layer name by setting it to the active UV layer.
- when rendering a scene, all composite trees of other trees should get
signalled the render output changed. This only happened with a composite
active in render.
- the Mix node "A" option only works in Composite, as accidentally visible
for shader trees.
This commit fixes displace modifier to propery support arbitrary uv
layers. This seemed like a fairly big usability bug,
as displace modifiers would use the active UV layer (and thus could change when
you changed the active layer). The modifier UI code now uses a menu for browsing
the uv layers, however only the uv layer name is actually stored, so that
adding/deleting layers won't mess up displace modifiers.
Whenever a displace modifier has an invalid UV name (for whatever reason) the
UV name is set to the active layer. This is checked both in the UI code and
in the modifier exec code, so all bases are covered. For deleting a layer, this
required upgrading the layer delete code in the UI to properly preserve the
active layer, to prevent unwanted behaviour. I hope this is an ok solution.
Brecht, Ben you might want to look over and make sure I didn't break anything. I don't
think I did, I tested as thouroughly as I could.
Composite: some cases gave memory errors (not freed mem).
The code that tried to be smart in finding nodes to skip, caused that
stack buffers were not freed propertly.
* Cleaned up the sculpt and multires palettes a bit to make them work correctly with the Rounded theme.
* Moved the DelLower/DelHigher buttons above the Level slider; necessary for some reason to render the rounded corners correctly.
One error is still visible, the Size slider in the Sculpt palette has an incorrectly-rounded corner below the Airbrush button, no idea why.
Preview render in buttons was not refreshed when changes in a material
happened, without preview visible. (like editbuttons, active mat index).
Now on re-entering material buttons, a re-render happens in these cases.
This commit gets rid of the #ifdef WIN32 I did for the FSAA code.
However it still manually defines the constant (if it's not already defined)
for FSAA, as I'm not sure which platforms have glext.h and I don't want to risk
breaking platforms before release.
Joe
from translate node. Once again courtesy of joeedh (Joe Eagar). Should be
noted that there are other nodes which seem not to respect these offsets
as well. Will investigate further.
This commit fixes problems with FSAA (full-screen video card antialiasing) with selection.
It turns off FSAA for the backbuffered select drawing function.
Since opengl's extension system is incomphrehensible to me (at least not without committing glew), I've
basically done a little hack that detects if the value we need for glDisable (MULTISAMPLE_ARB) is defined,
and if not defines it. Also, this commit only works on windows, because glx sadly seems to not support
arb_multisample at all, and in all likelihood neither does osx.
Joe
- Previous fix (commit today) for outliner-selecting and mode disabling
forgot to do this for texture paint.
- outliner: theme color drawing for background was using char with overflow
possibility.
[ #5000 ] Changin EditMode in Script wrecks memory
Armatures create weakreferences in __main__.__dict__. When Window.Editmode is called, the weaklist it iterated over and armatures are updated.
OpenEXR MultiLayer: line order DECREASING_Y (openexr spec) crashes newer
openexr libs in windows... ???
Removed it, since tests reveiled the line order is still bottom-top
Render pipeline: setting option "Single layer render" and having the active
layer disabled, crashed blender. It's a non-option anyway, so on a single
layer render, that layer is enabled by default now.
Fixed bug #5799, Multires mesh modifications get reset by rendering
This bug can cause some nasty data loss (was introduces with my commit for using orco with multires.) Fixed by making sure to do multires_update_levels before applying modifiers.
commit creator.c, so if this file is compiled and the macro YESIAMSTUPID
is defined, the executable will run, with a mean warning printed to stdout.
Enable in cmake by setting YESIAMSTUPID to On, or with make by putting
"export NAN_YESIAMSTUPID=true" in user-def.mk.
Make manipulator compatible with snapping. At first, I thought this would have been a bad idea, but after talking to some people, it seem more confusing than not to have it act differently, so I'm bringing it in line.