two fixes:
- while Faceselect mode on Subsurf, it didnt render the changes. this was because the displaylist wasnt updated (the 3d window shows original mesh) - added proper redraw event for F10-sound buttons when you add a new sound. somehow sound doesnt play anymore here... have to check further.
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@@ -785,7 +785,7 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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MVert *mvert=NULL;
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int totface;
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if (mesh_uses_displist(me) && !editing) {
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if(mesh_uses_displist(me) && editing==0) {
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DispList *dl= find_displist(&me->disp, DL_MESH);
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DispListMesh *dlm= dl->mesh;
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@@ -799,7 +799,8 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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mfaceint= dlm->mface;
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tface= dlm->tface;
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}
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} else {
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}
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else {
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DispList *dl= find_displist(&ob->disp, DL_VERTS);
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if (dl) extverts= dl->verts;
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@@ -411,6 +411,7 @@ void rotate_uv_tface()
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mface++;
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}
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makeDispList(OBACT);
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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}
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@@ -1063,6 +1064,8 @@ void uv_autocalc_tface()
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}
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}
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makeDispList(OBACT);
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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myloadmatrix(G.vd->viewmat);
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@@ -597,6 +597,7 @@ void transform_tface_uv(int mode)
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if(mode=='g') if(G.sima->flag & SI_BE_SQUARE) be_square_tface_uv(me);
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makeDispList(OBACT);
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allqueue(REDRAWVIEW3D, 0);
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scrarea_queue_headredraw(curarea);
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scrarea_queue_winredraw(curarea);
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@@ -68,8 +68,11 @@
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#include "BIF_screen.h"
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "BIF_butspace.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BSE_drawipo.h"
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#include "BSE_filesel.h"
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#include "BSE_headerbuttons.h"
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@@ -133,9 +136,9 @@ void do_sound_buttons(unsigned short event)
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if (G.buts->texnr == 32766) {
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if (id) strcpy(name, ((bSound *)id)->name);
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else strcpy(name, U.sounddir);
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activate_fileselect(FILE_SPECIAL, "SELECT WAV FILE",
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name, load_sound_buttons);
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} else {
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activate_fileselect(FILE_SPECIAL, "SELECT WAV FILE", name, load_sound_buttons);
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}
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else {
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nr= 1;
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idtest= G.main->sound.first;
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@@ -330,13 +333,15 @@ void load_sound_buttons(char *str)
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sound= sound_new_sound(str);
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if (sound) {
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if (curarea && curarea->spacetype==SPACE_BUTS) {
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// if (G.buts->mainb == BUTS_SOUND) {
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// G.buts->lockpoin = sound;
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// }
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if (G.buts->mainb == CONTEXT_SCENE) {
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if( G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_SOUND )
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G.buts->lockpoin = sound;
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}
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} else {
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}
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}
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else {
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error("Not a valid sample: %s", str);
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}
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//allqueue(REDRAWBUTSSOUND, 0);
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allqueue(REDRAWBUTSSCENE, 0);
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}
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