- WITH_LCMS added option, was supported in scons.
- commented web plugin option since its not maintained.
- some formatting changes and removed includes that are not needed for source/creator/CMakeLists.txt.
broke when including the blend path in the modules filename.
- new function BLI_path_basename(), matches pythons os.path.basename().
replace a number of cases where BLI_split_dirfile was being used to get the filename only.
Can't leave edit mode if you enter to edit mode and hide the
object from the outliner.
Also fix the problem if you hide the object and enter edit mode
from the outliner.
To avoid this problem you can't enter edit mode from the outliner
if the object is not visible and also you can't hide the object
from the outliner if the object is in edit mode.
Now all the material properties have the nice Datablock Lookup menu (thanks a lot Matt !). They still store the property as a string, therefore if you change a material name the logic bricks using it don't get updated. it would be nice if we had a way to communicate that in the interface.
The only "datablock" field that doesn't have lookup is "property" in collision and ray sensors and Constraint Actuator. The reason being is that there is no global ListBase to gather the properties of all the objects in the scene. And it may be too overkill to create a list with all the properties on-the-fly only for that (it would be cool though)
* Now it displays the last report from the global list, not just from operators
* Rather than disappearing when a new operator is run, it stays until it times
out or a new report is added
* Fun animated transitions ;)
http://mke3.net/blender/devel/2.5/reports_header.mov
Now need to investigate report usage with popups. Ideally we can have most
reports non-blocking, so they're less intrusive, only popping up for dire errors.
Problem is many things in Blender right now are marked as RPT_ERROR
when probably RPT_WARNING is more appropriate. Should probably keep
RPT_ERROR for things that demand immediate attention.
clear properties operator
- now it's not part of the copy properties anymore (Matt's suggestion).
If anyone want to change the menu, please help yourself (renaming, putting in it's own submenu, making it invisible when mode is not Game ..)
Fixes various crashes and redraw problems, most noticeable new feature
is that you can now sculpt on a multires mesh with deforming modifiers
preceding it.
I've left out support for sculpting on multires with enabled modifiers
following it, in this case only the base mesh can be sculpted now. The
code changes needed to do this are just too ugly in my opinion, would
need a more torough redesign which I don't think we should try now. In
my opinion this is also not really an important case, since it's going
to be incredibly slow anyway to run a modifier on a high res mesh while
sculpting.
So, to summarize current state:
* Fastest sculpting: base mesh with no modifiers or multires with only
modifiers preceding it.
* Slower sculpting: base mesh with modifiers, depends on the speed of
the modifiers.
* Not supported: multires mesh with modifiers following it.
Small change to keep the value of H and S when V come to zero, take care
that only work if you keep the color picker open.
When the color picker is closed, the H and S value are reset to zero
this is because the color picker is used in a lot of different place
and this value need to be reset.
(BTW reset to zero only when V is equal to zero!)
Orbiting the view while in camera mode now starts from the camera view rather then switching back to the last user 3d view settings.
* I added this some years back but it was rejected, however it was requested today for durian because with set scenes its not always easy to select whats infront of the camera to navigate to it.
Its possible to end up in an annoying situation where you are looking at the main characters head (in a set scene), but when you orbit the view, the camera jumps 500+ BU away and you need to manually navigate back to what you were just looking at.
* If a user wants to go back to the view they had before entering the camera view they can still press Numpad zero which toggles.
for now, it's too fine grained and so becomes a performance bottleneck on some
platforms, while only providing a modest speedup on others. Couldn't find a
simple enough solution to solve this, so for now no multithreading here.
modified/rewrote some of this patch, not to include restrict settings in the group its self, since these are object settings this now uses the outliner/groups as a way to access multiple objects restrict and select settings.
Rather then fakeing that the settings are stored in the group.
This means it does rather more looping on group objects then I'd like however the outliner is doing a lot of loopnig alredy.
there are internal memory problems which can make it crash still.
If you remove all directories in the scripts folder except for 'modules' and 'ui', it runs without crashes.
* Path drawing now works for non hair particles.
* Should fix the following bugs too:
[#21316] Hair weight drawing is wrong
[#21923] Consistent Crash When Rendering Particle Scene.
[#21950] Path rendering option for particles causes crash
- Also made it so sys.stdin isnt overwritten anymore, instead the interactive consoel overwrites while it executes and restores after.
- removed hope folder from sphinx patch path
Error Totblock: 1
OpenPropertyPointerRNA len: 32 0x11111111
I'm not quite sure this has to be done here, or when the actuator is removed (Matt, do we need the customdata pointer for anything later?).
Doing it here seems to be fine so far.
After talking with Brecht he agreed on allowing Esc to be used as input for key input butons.
In order to let the user to cancel an input it can cancel it clicking outside the button.
Also replacing manual check by ui_mouse_inside_button in ui_text function
(patch reviewed (and helped) by Matt (but the change on ISHOTKEY, that's on my own risk ;))
1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies
2) Optimised the Maintain Volume constraint by taking the value calculations out
Copy All Constraints Operators:
* Added one for bones too
* These are now included in the menus
* Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff...