Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.
This fixes item #4874 in Todo Tracker. Was patch #5012.
The circle drawn around the snap point is now truely constant regardless of zoom and size of the window. That size if linearly proportional to the vertex size (bigger vertex -> bigger circle).
Reason: I had to make the "BUT" type in Blender to use callbacks *after* the
uiBlock was freed, because in Blender several of these callbacks invoke
drawing, which isn't possible while a block is being evaluated.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.
A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.
Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.
Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
(saved files cannot read back, they crash).
The implementation of this option was plain accident that it even worked
once... you cannot use the API in blender that way.
Brought back the old "image properties" panel, which actually only showed
options for real-time textures. Available in pulldown menu as "Real-time
Properties".
For "Render to Image window": On re-render, the 32 bits display buffer of
a RenderResult was not freed, so it looked as if the rendered image was
not changed.
(Implementing Matt's idea)
Grid and Snap are now exclusively controlled by the Control key (pun intented).
You can switch to Snap by selecting the snap option in the Transform menu (this option is only available in edit mode on a mesh. this option is per 3D view) (NOTE: There is currently no hotkey for that, anyone should feel free to add one).
When Snap is selected, holding down Ctrl during translations (grab) snaps to vertex.
All other situations which have no snapping code yet defaults to Grid.
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
Draw a circle around the snapping point for visual aid.
Different snapping target method, switchable in the 3d view header menu in the Transform menu.
* Closest: Snaps the closest vertex to the point
* Median: Snaps the median of the selection to the point
* Center: Snaps the transform center to the point (this is different from median because you can use Cursor/Boundbox as center)
Fix a bug with constraints/snap handling.
* 'On Selected Markers' and 'Between Selected Markers' now get a
correction for NLA action scaling .
* Bugfix for 'Between Selected Markers': now keyframes that occur
on and between the selected markers get selected.
* Bugfix for 'On Selected Markers': now it only considers selected
markers (it used to consider all markers)
Work in Progress: this adds vertex snapping capabilities to translations.
As before, use the menu or the hotkey (` during transform) to turn on snapping.
Currently, snapping is restricted to translation and only snap to verts. Also, it will snap the nearest moving vert to the snapping vert.
This also has a timeout period and refreshes the snapping point only every 0.25 seconds (assuming the timer is precise enough to do that) to mitigate the slowdown due to repeated calls to findnearestvert. Eventually, a faster method will have to be used.
Also, this uncovered a bug in findnearestvert which can manifest itself as jumps and lags in snapping. People are looking into it.
Still, with all those disclaimers, get the suggestions/critics pouring in.
There was a hotkey conflict between Preview Render and Push/Pull in object mode.
This is a temporary fix, assigning Push/Pull to Alt-Shift-P (only applies to Object Mode, the rest is Shift-P as before).
* Patch #5442: "Fix Bone SizeLimit" by Heriberto Mendez (gammarayq21)
'Limit Scale' constraint can now work on bone's local scaling too.
* I've also made the 'Copy Scale' constraint able to use the local scaling
of bones too.
Todo Tracker Item: #4754
Now the 'Convert Action to NLA Strip' command (CKEY) is able to
be found in the NLA editor's header in the Strip Menu. It now tries
to add a convert the active action of the active object (so it is no
longer dependant on mouse location).
When the current action is the active strip in the nla editor and that strip
is scaled, snapping keys to the current frame didn't work correct. Now,
I've added a correction for snapping and mirroring keyframes in action
editor for such cases.
Two tweaks:
* Reduced the amount of empty space at the bottom of these constraints.
* When using the Add Constraint menu (Ctrl Alt C) to add new constraints,
an empty is no longer created when creating a "Limit *" constraint.
Bugfix for an error reported by Bassam/slikdigit.
Sometimes, long keyframes could still get created where they aren't
supposed to be (only occuring in a few ipo-curves).
When animating, it is often useful to be able to visually see where the
'pauses' are between keyframes. Long keyframes do this - linking two
keyframes in the same channel together.
Long keyframes are only drawn when the two keyframes have the exact
same values. This has to happen for every ipo-curve represented by the
keyframes shown for a long keyframe to be drawn.
I've added two new theme colours for the action editor. They are for
the selected and deselected colours of the long keyframes (currently
defaulted to be the same as the NLA strip selection colours).
frame set higher than End: frame
The end frame should not be allowed to have a value less
than the start frame. This commit sets the minimum allowable
value of the end frame button in the Anim panel and the timeline
to the start frame value.
Ton/Matt - if there is a good reason to not do this, feel free to
revert it back.
When the active action in the action editor is the active strip in the
NLA editor, translating (GKEY) the selected keys now shows the
'visual' time instead of the action's local time in the header.