Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
* Exposed Tex.use_nodes, Tex.nodetree, MTex.which_output in RNA
* Added node controls to texture buttons (Use Nodes and Use Output)
* Made new texture outputs have unique names by default, though unique names still aren't required.
Note: The preview window in the texture buttons only takes which_output into account when in "material" mode, and in the material half of "both" mode; the plain texture display ignores the user's output choice.
This is because ED_preview_draw draws a Tex* and not an MTex* -- still some work to do here.
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.