Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)
Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
There's a new selection-box on the header of the action editor, which
sets the mode of auto-snapping for transforms. By default auto-snapping
is off.
There are 3 modes of auto-snap:
* Off - transforms per normal
* Frame Step - grid-step transform (may have errors with scaled actions)
* Nearest Frame - true snap-to-frame (takes into account nla-scaling)
These translate to the following hotkeys when transforming:
* Off - no keys press/held (as it's always been)
* Frame Step - Ctrl (as it's always been)
* Nearest Frame - Shift (replaces old shift-key behaviour which was not useful)
(Empty space will get OSA options, that I add tomorrow or so)
- Removed a lot of old unused variables in renderdata. Also meant I had
to remove this from python API... please check if this gives valid
scripts?
- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
Window.c was calling undo_push_mesh, even for non mesh objects, exiting editmode would crash for any non mesh object (found with the armature symmetry script), bad juju.
Most other operations use WP keys instead of UV/Face, so R now rotates the posebone instead.
When combining the modes this your more offten wanting to move the pose then the UVcoords.
Crashes using flip triangle edges or beauty fill.
The cause was edges being marked for deletion and deleted that are
still in use by faces. This could happen if the edge was part of a
quad or unselected triangle, or if the edge was marked for deletion,
but then needed again because of another flip.
CTRL+C/V (or Apple+C/V) on buttons didn't copy/paste names for buttons
of type "ID pointer" anymore. Was caused by NULL pointer check in wrong
location.
Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt)
When snap is on, a drop down appears for the target method (closest, median, center)
Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted).
Changed a couple of ugliness on how snap settings are stored.
Bugfix in Audio(HD): resampling caused artefacts on mixdown.
(The ffmpeg resampler needs a little warmup time and shouldn't be
restarted all the time.)
The resampler can still cause problems, if your soundfile doesn't start
with silence!
ShapeKeys could get corrupted when using the sliders (or relative values).
Was caused by 25 dec commit to get SculptMesh work with Shapes... very
strange implementation here. For now, disabled this function to enter when
not in sculpt mode, while waiting for Nichololas to make it definite OK.
HSV node in composite got a new variable (V) in july, but this was not
initialized to '1' for older files.
This commit adds the initialize, for when the V==0. It might therefore
break cases saved with CVS versions with V set to 0 purposedly (not likely
but possible).
copy system with rigidbody constraint will link new constraints to new objects (instead of old)
fps from blender will be used when baking (left shift/ctrl/alt + P)