by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
Reported by David Roy
Patch by Brecht van Lommel
UV import code wasn't taking possible stride into account (always assuming stride==2), thus reading UV coords totally wrong.
reported by Rebin Cornelius.
This needs patch from upstream report http://code.google.com/p/opencollada/issues/list?thanks=164 applied to OpenCOLLADA. lib/windows/collada and lib/win64/collada have already been updated. Ensures we don't read past array boundaries.
Submitted by David Roy
Multiple nodes can reference the same geometry, and specify the same materials. This lead
to the import code overwriting material mappings of faces in a destructive way. Instead of
just writing the material bindings always we now keep book of what geometry+material mapping
we've already handled.
Import unit_settings to scene.
Note: I use here RNA to do this, and I think I might slowly work on replacing low-level DNA usage with RNA where possible.