Mesh editmode, active face was always drawing same stipple pattern color,
whether face is selected or not.
Now it uses selection color + stipple. Looks much more consistent.
- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
Made it more consistent with blender convensions
and now it's very familiar to curve's python api.
- Made it spline.points.add(count) wich is more
efficient in cases lots of points are adding.
(points.new was removed tho).
- Removed mask_layer.splines.add(), now it's only
mask_layer.splines.new(), which is how splines
are adding for curves.
Use the same window manager for freestyle bmain as
real bmain uses. This is needed because freestyle's
bmain could be used to tag scenes for update, which
implies call of ED_render_scene_update in some cases
and that function requires proper windoew manager
to present.
Alternative would be to make render scene update does
nothing if there's no window manager, but we wanted
freestyle to be applied in rendered viewport once and
think current change is what we'll need to support
freestyle in viewport.
But a bit further, perhaps that'd make sense to not
register ED_render_scene_update as a scene update
callback when in background mode?
Issue was caused by wrong array length used
for result of name_uiprefix_id, which shall
actually be 1 byte bugger than MAX_ID_NAME.
Reported by Sebastian Koenig in IRC.
Mesh with very strange topology makes loop-select (ALT+select) crash.
Missing NULL check for do-while loop that can return NULL.
For Campbell: here's the file to check: http://www.pasteall.org/blend/21576
Browsing screens via menu disabled screen editing (area divider drag) and made
popup menu hanging (select same editor for example).
Caused by bug fix#35434, commit gets rewinded, and report reopened.
- Added MaskLayer.splines.new (which creates single spline
and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
were no properly updating when rendering animations.
The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
Use center of currently visible frame part instead of
center of the whole frame for position of marker which
is adding from toolbox.
Used separate operator for this to keep operators more
atomic and not confuse with lots of conflicting properties.