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Bugfix #3233: throw an IOError exception in Library.Open() if the specified
library file cannot be opened.
This had been changed to a "feature request" but should have been a bug, even
though it worked as documented (or rather, the documentation described what
the function did).
Added new icons by 'jendrzych' for sculpt mode and transform snapping. I'll be
doing a lot more on this in the next release cycle, but I'm bringing these icons
over now since they're new features and we don't really have any icons for them
at the present.
Buttons: Missing linked-library lock reset in code could invoke error menu
Bugfix #5770
Renamed option "Clear Pose" to "Clear User Transform" to indicate that this
differs from rest-pose. This option clears all Pose channel transforms, but
leaves Action values in pose unchanged. Means that when you do this, an
'insert key' won't change the animation.
Own fix:
Missing test for NULL pointer could crash Image Properties panel for linked
Image data.
Partial fix for bug #5771, Multires tool deletes crease flags on edges
* Modified the edge flags code to support all of the edge flags (not just seams.)
* Added a new array to the Multires struct to store creases.
* For Mark Sharp, Clear Sharp, and Crease, displays an error if applied to a multires mesh not on level 1.
have been in this particular case anyway), the blur radius will automatically
be limited to half the width or height of the image.
Nothing to do with this bug, but also now skips image region outside
borders when border rendering is enabled.
Before this, calling scene.currentFrame(val) would not work to update object displists where Blender.Set('curframe', val) did work.
Also used less python BuildValue calls.
Crash entering faceselect mode in shaded mode.
The cause here is the new system that only preserves data through the
modifier stack as needed. The DerivedMesh and shaded colors could get
freed while still being used elsewhere.
Fixed part 2 of bug #5749, Modifier redraw problems?
* Added an object flush after changing the Edge level on a multires mesh so the edges update when a Subsurf modifier is active.
Note that "Optimal Draw" must be turned on in the Subsurf options, otherwise it draws all edges.
Fixed bug #5774, retopo - when using retopoall should give visual hint of what viewport is used for retopo
* Added a call to select_area so that clicking Retopo All will offer the user a choice of what viewport to use.
Fixed bug #5773, retopo - if in wireframe mode should give an error/warning
* Show error message for Retopo All button if view is in wireframe mode
* When toggling view shading, update view depth data if shading isn't set to wireframe
Fixed bug #5776, retopo - Retopo doesn't work with bezier curves
* Added check for 2D curves, since those obviously can't be wrapped onto a 3D surface
* Added check for bezier curves, those get processed in the same way as other curves now
* Added an object flush so that curves get redrawn properly after "Retopo All" is used
* Added retopo paint tooltip from ideasman
Fixed bug #5756, Rendering artifacts when MRM is not set to maximum
Several changes were made:
* Added function multires_level_n to get the nth level from a multires mesh
* Removed the changes I made some time ago to init_render_mesh for multires meshes. Previously it was making a full copy of the mesh object in order to be able to apply deformations to the Pin level and propagate them to the Render level.
* Added two functions to DerivedMesh.c, multires_render_pin and multires_render_final. These two functions work together in the mesh_create_derived_*_render functions to apply all modifiers to the Pin level, then create the DerivedMesh from the Render level, and lastly restore the mesh to its original (undeformed) state.
* Added a check in multires_del_lower and multires_del_higher to ensure that level indices are properly clipped to the actual range of available levels.
Render: Vector blur didn't work proper for Ztransp (accidentally was
antialising speed, which should not happen).
Also added speed-pass clearing in render, this to elimate the 'tsk tsk'
print in the Vector Blur node. :)
Image painting: in Windows the first pressure value can be too high for
some tablets. Now it ignores that first value if it is >= 0.99. I'm not
sure if this is always the case here, so needs further testing.
commited temporary fix: executable name is quoted for all platforms except Windows now,
nicely wrapped in #ifdefs. Will be doing nice wrapper function BLI_system for system calls in blenlib
after release.
Please test on all platforms!
Report had a very strange crash, which in the end appeared to be using
a filename of 165 chars long. This gave two bugs;
- the readBlog() function failed on that
- even worse: the struct Global still stored it in G.sce with 160 chars!
This is definitely an important issue... and (for the devs reading the
64 bits discussion) really not something allmighty coders are needed for!
:)
<sob>the 'time cursor' for bake-render has to go... it is being called
inside of a thread (even whilst thread is mutex locked), but that's not
supported in X11. It might be even instable in OSX/Windows even...
Only way to bring it back is to have the main loop (not in thread) update
the time cursor like each second. Would still mean to add a counter var...
will think it over. First want to have confirmed this is stable.
Composite: when using multiple scene render-nodes, and one of these
scenes got re-rendered (by making scene active temporary), the composite
cache should free the used buffers.
Now, on each render, all scenes in a Blender project are being checked.
Commit of patch #5385, to make forward cycling more
user-controllable. Previously it only worked on one axis,
which was auto-detected from movement. This allows forward
cycling to work in more situations, such as stair
stepping.
Differentiated properties and "game properties" in Object docs.
Also the new NLA/Pose key docs were added in the property class instead of Object, tsk tsk.
Order of freeing of Blender database is important, but the past year(s)
new database entries were added in wrong places, so freeing could go in
wrong order. In this case it was Groups being freed before Objects. But
there are more errors...
It only shows really in Windows, since it's the OS that is sensitive for
writing data in freed memory. For other OSes it doesn't make Blender more
stable, only mem-frees happened, no mem-allocs.