maintenance work:
- internally renamed nodes lib to BL_nodes to follow naming of other libs, renaming of
actual projectfile will follow after move to svn.
- added missing include dirs for new BL_nodes lib
- removed hardcoded include dir in nodes lib
- changed nodes lib to not 'compile as C++', but as default, so .c as C, .cpp as C++
- still found PHY_Ode dependency in ActiveX plugin which I removed
summary:
All should compile fine again now, let me know of any problems.
[ #6450 ] Save UV Layout: Overflow Error
This error was caused by excentric UV faces being exported (I'm talking things like 3443870976 as UV coord, in a range of 0..1).
Edges with extreme coordinates are now ignored (for TGA only, they are exported to SVG) and a warning is printed (at most once) to the console.
I chose to still export them to SVG because they don't affect the running time of the script while exporting them to TGA is just insanely long.
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)
Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
group but also for dynamic nodes.
made all libdata hashable - use the object type,name and lib for the hash.
added .tag to libdata so we can test if data's been processed without using dictionaries
added libdataseq.tag (write only) setting the tag flag (which can always be dirty)
- removed all UI .h include stuff! (Not allowed outside of src/)
- Makefile had typo error, compilation failed
Now it survives make, but it does not enter the two the subdirectories for
shader and compo nodes. So a linking gives unrecovered stuff in the end.
How does that work? I need help!
Inter-mesh snap optimization and fixes.
For larger meshes, tests are made against the bounding box first to speed things up (suggested by Brecht).
Also, verts are accessed through mesh_get_mapped_verts_nors() it can snapped to deformed vertices (only the deformed originals, not new verts for now).
New option "rotate around selection" failed in editmode, when nothing was
selected.
Function calculateCenterMedian() missed that case.
Also added some zero initializing in code.
A check is now performed to see if any markers were deleted before adding an undo-push, so you don't need to CTRL+Z twice to un-delete keys in the Action Editor if you didn't have any markers selected.
* Tablet pressure sensitivity for number field dragging
Many of the number fields in Blender are very sensitive. With this addition,
softer tablet pressure causes the number field dragging to be more precise,
as if you're holding shift, but variable depending on how hard or soft
you're pressing. You can push hard for large adjustments or just lightly
stroke it for fine tuning.
P.S. There was a bug in the tracker regarding tablet support in sculpt mode that
never really got resolved. I don't know if it still exists, but number fields
are a pretty major part of Blender, so just in case this commit causes problems
for you, you can disable it (temporarily, this won't be left in) by changing
rt: to any value other than 0. If anyone has problems, please report them, and
we can get it sorted out properly.
"Copy To Linked" option for VertexGroups copied the vertexgroups of the active mesh to all meshes in the scene, not just the ones that used the same mesh datablock.