doc;
http://www.blender3d.org/cms/Hair_Strand_Rendering.722.0.html
- added width control for strands
- made tangent (anisotropic) render an option
(so you can render strands more solid, like metal/wood)
Also:
- ALT+A anim playback with static particles made cursor flashing
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
after chatting with Ton. I've commented out the old file
title safe conversion for now, so we can actually use it in
files worked on now. Have noted to remember to
uncomment it before the new version number bump.
(Screen handler is used now to trigger animated screen).
When files get saved with Verse_Blender, it has the verse handler set,
which causes the handler system to run without a means to disable it with
release versions of Blender. This patch disables the Verse Handler to be
set on reading files.
Jiri; you will have to uncomment this code when you sync it with your tree!
* Made the in-camera view dashed border lines less jarring
and disturbing. We will give it some testing here, feedback
is welcome.
* Showing the title safe zone is now an option in the
camera edit buttons. It's not very useful if you're not
making stuff for video/broadcast so you can turn it off.
* Passepartout is now a flag per camera, rather than per
scene. It never really belonged in the render buttons or as
Scene data, though it could be up for debate whether it's
better as camera data or view data (i.e. in the view
properties panel). Old files get converted over nicely with
this so if you had passepartout on before, it stays on the
cameras.
* Added an option to show the current camera's name at
the bottom of the in-camera view, to help keep track of
which one you're seeing when using multiple cameras.
* In the 3D View (non-camera view) the active camera is
drawn with a solid line as before, while non-active
cameras are drawn with a dashed line, to help visualise
which one is active.
other libraries local.
Also added some securities in the temporal 'sync pose' testing code. It now
asks with a menu to confirm the object to be replaced too. Later more!
In PoseMode, press Wkey or use the Pose pulldown menu. It calculates the
positions of all selected Bone end points, over the time as indicated with
the Scene start/end frame. This then is drawn as a path, with little black
dots on every frame, and a white dot on every 10 frames.
Paths are not saved in files, and not calculated automatic yet on changes.
To make this relative fast, but also reliable, I had to add a new method
in the Dependency graph system, to find exactly (and only) these parents
of an Object that influence its position. This is needed because the path
should show the actual global coordinates of the entire animation system.
The "Use VGroup" or "Use Envelope" options now are in Modifier Panel
for Armature deform.
If Modifiers are in use, they override the Armature settings for it.
(Cannot get rid of the Armature panel options yet, since Blender still
allows parenting to be deforming too, which is displayed as a Virtual
modifier now)
This now allows to - for example - make a Envelope deform on a Lattice,
and have same Armature use vertexgroups on Mesh.
Next; vertexgroup option for Lattice & Curve deform
- #2781, reported by Ed Blake: crash on undo when there were active space handlers. Space Handler script links belong to screen areas, which do not get saved on undo. Thanks Ton for pointing out the function that restores ui pointers gone bad.
- Applied patch #2822 by Ken Hughes for bug #2647 ("Setting a Face UV"), reported by Campbell Barton.
- #3022, reported by Timothy Wakeham: "Blender.BGL.glDrawPixels crashes when drawing more pixels then buffer size". Made glDrawPixels check buffer dimensions.
- #2882, reported by Campbell: crash in nmesh.getMaterials(arg == 0 or 1) when nmesh came from GetRawFromMesh(). Raw nmeshes are not linked to Blender meshes, so the method doesn't support these options (getting mat info from the actual mesh) for it.
- #2817, reported by Tod Koeckeritz: Dir_Depth var was not being decremented in BPY_Menus.c, causing dir depth limits to be reached prematurely.
- #2954, reported by Daniel Holtz: "Python scripts crash hard with valid windows paths". Blender.Load() was not meant for background mode, now it's been update to support it, using BKE_read_file instead of BIF_read_file in this case. Also found another issue with command line scripts using Blender.Load() that could crash Blender: trying to free the Text when it wasn't available anymore (loading a new .blend already removed it). There are still issues with one case, though, causing a crash on start or "Memoryblock winopen: double free" at end, when running a script that is already a Blender Text (only if the script calls Blender.Load, of course). Will investigate.
- #2897: reported by Timothy Wakeham: object.setMaterials was asking the length of a Python list w/o confirming first if the passed obj was really a list.
Thanks all for the help and for being patient (long delay, again).
First note that this is new functionality, unfinished, and only for
testing and feedback purposes. I'll list below what works, and what will
need work still.
This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html
An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows
to connect a property of other Objects as input for the "channel". For
example, IpoDrivers can be used to have a Shape Key being "driven" by
the rotation of a Bone. Or the RGB colors of a Material get driven by the
XYZ location of an Object.
Editing of Drivers happens in the IpoWindow. Here you can notice that the
channels (right hand window) now have an "active" channel indicator.
To add a Driver, you have to use the "Transform Properties" Panel (Nkey).
Here you can add or remove a Driver to the active channel, and use the
buttons to fill in what kind of relationship you want to establish.
Driver Objects
Note that any Ipo Channel can become driven now, but that only Object
transformation or Pose Bone transformation can be used to become a
Driver now.
At this moment, only the local transformation is taken into account.
For Objects that means the location/rotation/scale value without Parent
transform (as shown in "Transform Properties" Panel for Objects).
For Pose Bones it means that only the Pose transform (changes of rest
position) is Driver information (also as shown in Transform Property
Panel in Pose Mode).
Mapping of Drivers
When an Ipo Channel is "driven", the mapping is by default one-to-one.
It is only restricted by already built-in limits for Channels, like
for Material the "R" value can only range from 0.0 to 1.0.
Also note that when mapping rotations, the actual rotation values
in Ipos are scaled down with a factor 10.0. (180 degrees actually has
in the Ipo system a value of 18.0). This is an ancient year zero
convention in Blender... it is a bit hidden, because the ruler
(vertical as well as horizontal) displays the virtual values correctly.
Only the Properties panel shows the actual value.
When you draw an IpoCurve in a Driven channel, this curve will define
the mapping between the Driver output (horizontal) and Driven input
(vertical, as usual).
A nice new option to use is "Insert one-to-one curve" (press I-key,
or in pulldown menu). This will also zoom the display in exactly to
fill the window, allowing easy edit. If you use this option with
degrees, it will map 180 degree rotation to a range of 1.0 unit.
Live updates
Since the Drivers are integrated in the Ipo system, they will always
be updated whenever an Ipo is evaluated. This happens at least on
frame changes.
For interactive feedback, updates while transforming objects were
added in these cases:
- Driven Object Ipos, by other Objects or Pose Bones
- Driven Shape Key Ipos, by other Objects or Pose Bones
You can also insert Drivers on Action Ipos, but these are only evaluated
on frame change now.
Todo
- Drivers can also get a text button, allowing a 1 line Python script
to be executed.
- Make UI for it a bit less hidden... maybe with visualization in 3D?
- Allowing global transform coordinates as Driver too.
Issues
- renaming Bones won't rename drivers
- (file) appending the Ipo won't append the linked driver Objects
memory. Poses should be relinked right after duplicating, not during a
redraw (when more objects use same armature).
Added in readfile a patch to make sure files saved with this duplicate
error can still be used.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html
- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)
- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)
- Added a Shape Panel in the Edit buttons with the various options
- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.
- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
reads from the old mface->edcode flag to set edge drawing.
ALso; added a pointer check in draw_mesh_object(), here the derivedmesh
gives NULL on reading regression file lostride.blend. Zr needs to check!
conversion of data still. Remains a painful issue to get things converted
and in same time prevent things from calculated twice. :)
Anyhoo, issue was that old files with armatures in hidden layers went wrong
Minor modifications to simplify the code in evaluate_constraint.
The "Stick" feature will need more work as it gives bad results when skipping frames, jumping around on the timeline and when going backward in time.
Suggestion: Would be nice if it could use the local space too, not just global space planes.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
- Removed old convention that only allowed one "IK" connection for Bones
in a joint. Was highly frustrating for editing trees or branches.
In a next commit, there will be a different method to define IK target
and IK root, so this option actually will become "Connect Bone" or so.
- the IK group name is gone, now is just an option "Tree IK". When IK
chains share a root they'll form a tree.
Todo is preventing conflicts here (will be for editor to define IK Root)
- Adding new IK constraint with CTRL+I activates Constraint
Full logs for changes will be added later. Worth to note now;
- support for 'tree IK' added
- DOF and stiffness per IK bone (in pose only)
- Orientation IK support (target rotates -> chain follows)
This is still WIP. Buttons might change, button ranges will change, and the
way 'IK groups' are working will change. You can play with this, but don't
expect saved files to work still by end of this day! :)
Main target was cleanup of editconstraint.c and removal of the ugly
ob->activecon (active constraint channel), which was set by the "Show"
button in the Constraint Panel.
Better is to introduce an 'Active Constraint' itself, which stores in
the Constraint itself. By using this setting, and by checking the active
Bone, the UI can update reliably now. This only shows now in IpoWindow
btw (for constraint ipos). The active Constraint is drawn in the Buttons
with a slightly brighter backdrop. Any action in that Panel selects a
constraint now (even click in backdrop).
So now we have pose channels & constraint channels nicely behaving. Now the
darn Action channels... :)
Further in this commit:
- interface.c: Button ROUNDBOX now does button callback too.
Button NUMSLI didn't do the callback on a click only
- Cleaned up include files in yafray, got annoyed it compiled over all the
time.
- removed unused variables from Constraint struct
time being, misses features for texture/color drawing and I don't
have time to finish at the moment. can return once UV/colors are
incorporated into subdivision.
Armature Panel
- "Vertex Groups"
- "Envelope"
Bones Panel
- "Mult"
The logic works as follows;
- Set "Vertex Groups" will enable vertex group based deform (default)
- Set "Envelope" will enable Bone Envelopes to deform
- Set both will apply Envelope deform on vertices without VertexGroups
- Set the per-Bone "Mult" option to have Envelopes work on top of a
VertexGroup
- The per-Bone "Deform" option (was called "Skinnable") will dis/enable
the Bone to deform for all situations.
The old convention was that, without any vertex groups, the Bones deformed
with bone-distances. I can't patch that... so you have to enable it by
hand in older files. Not too bad, since this option was unusable before
anyway. :)
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.
Disable it with another ALT+B press.
Commit is huge because it had to change all selection code as well.
The user-clipping planes are in 'eye space', the other clipping
happens in projected 'viewport space'.
Nice to notice is that the 'x=3200' convention (to denote a coordinate
is clipped) now is a define. Define value is still a number though... but
we now can get up to screens of 12000 pixels without issues!
Known issue; here it refuses to draw the 'object centers' or Lamp icons
within the clipping region. Can't find any reason for it... however, we
might move to non-pixmaps for it anyway.
Testing might reveil numerous issues, will be standby for it.
Curious? Check this http://www.blender.org/bf/rt4.jpg
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
- new feature, twiddled with lattice resizing to try to maintain
existing vertex changes... much nicer than just resetting the
lattice if you decide you need more detail in the lattice.
- modifiers work with lattices now. yes, that does mean you
can make a chain of lattices effecting each other 8 miles
long.
- some cleanup of softbody code, was rather splintered and call
path was twisted and confusing. reworked main object step
routine to do things in a more obvious and consistent manner
and without duplicate code
- added ob->softflag OB_SB_RESET instead of sbObjectReset
call
- modifier changes reset softbody now
- moved curve_getVertexCos/curve_applyVertexCos into curve.c
- update curve modifier eval to work with virtual modifiers
- update modifier apply to work with curves/surfs
- update make parent to also recalc object data
NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
- removed {lattice,curve}_modifier functions
- changed render code to use displist for curve rendering
instead of making its own. required adding a bevelSplitFlag
field to DispList. I also fixed the bevel face splitting
which did not work correctly in many situations.
- changed so all curve data creation happens in makeDispListCurveTypes,
includes making bevel list and filling polys
- changed render code to use displist for surface rendering
- removed Curve.orco variable, built as needed now
- removed stupid BLI_setScanFill* functions... why use a function
argument when you can use a global and two functions! Why indeed.
(this fixed crash when reloading a file with filled curves and
toggling editmode)
- bug fix, setting curve width!=1 disabled simple bevel for no
apparent reason
- cleaned up lots and lots of curve/displist code (fun example:
"if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
- switched almost all lattice calls to go through lattice_deform_verts,
only exception left is particles
- added DBG_show_shared_render_faces function in render, just
helps to visualize which verts are shared while testing (no
user interface).
- renamed some curve bevel buttons and rewrote tooltips to be
more obvious
- made CU_FAST work without dupfontbase hack
Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:
http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
really work at all. Fortunately no one actually *USES* nurbs so
no one noticed. This is bug from NaN days (strubi, I am looking at
you here) which I guess says a lot (or a little) about NURBS usage.
And as usual, the correct code is shorter.
- added do_version copy of ME_OPT_EDGES flag
- added ME_EDGERENDER flag, barely changes things atm except makes
sure plain meshes with FasterDraw/etc set still render all edges.
The edge drawing system needs a bit of a revamping - it is a cool
feature but could use several improvements:
(1) The algorithm could be better in choosing the best edges to
draw.
(2) The drawflags should interact well with modifiers. It is wierd
to have a large grid with a deformer that draws no edges because
flags are only calculated based on base mesh.
(3) Drawflags should not be destroyed by editmode. Better design
would be a "Draw % of edges" button.
Of course, could also be the feature is not worth it and we
should just drop. Feel free to comment if you have an opinion.
sticky, dvert, and keys if number of verts don't match)
- changed modifier panel to not allow manual addition of hook or
softbody modifiers
- changed apply modifier to apply to existing mesh (fixes bug with
materials) and to warn about loss of tface/mcol/keys/dvert/sticky
for all modifier types
- changed modifier UI to not display disclosure triangle for virtual
modifiers
- changed softbody ui to allow enable/disable
but including "virtual" modifiers (for example, an object skel-parented
to a lattice has a virtual first lattice modifier)
- removed mesh_modifier(), all functionality has been incorporated into
modifier stack (well, keys still don't exist as a modifier, but I am
not sure if they should).
- added interface option to convert a virtual modifier into a real modifier
- added option to parent to lattice object or lattice with deform
- bug fix, patch of hook indices patched all hooks (oops) not just ones
for edited mesh
NOTE: Files saved with 2.38 that include an object parented to a lattice
will not load correctly, because it will look like the object is parented
only to the object (i.e. without deform). Can be simply fixed by reparenting
or adding a lattice modifier. Older files are handled automatically.
variables, these are still in same place. enable button automatically
makes/enables modifier.
- changed hook to hook modifier conversion to happen on direct link,
required to make sure we don't forget to free any memory for files
saved with 2.38 that have hooks.
- update modifier interface to enforce modifiers with the require-original-
data flag to not move beyond deforming modifiers.
- enforce only one softbody modifier allowed
NOTE: Once again, no modifier stack for lattice yet means softbody for
lattice does not work atm.
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
- moved back to editing buttons, where life is now cramped... switched
to constraint style foldout panes, still a WIP. In particular not
sure what buttons should be in header (and if current toggles stay
in header if they should also be in an expanded pane). Also need
new icons for move up/move down (and drag and drop would of course
be nice). Finally current plane is to make it so modifiers will
expand out in modifier pane for horizontal orientations instead of
just going down down down to goblin town.
- added error field to modifiers that is displayed in UI, need to have
some way for modifiers to return errors back to interface (esp. important
for python)
- tweaked cage determination and handling, currently the editmode cage
is determined by last modifier with OnCage set that is preceeded completely
by modifiers that support mapping or are disabled in editmode. it is
kinda confusing, but the interface only lets you toggle OnCage for modifiers
that support it - it just might not be clear all the time why you can't
toggle a certain modifier OnCage.
- update displistmesh_copy to only copy edges if non-NULL
There is a display bug that already existed but is more obvious with
new modifiers where parts of the pane get drawn in a different area
after toggling editmode. It has to do with drawing parts of the interface
using GL instead of 100% buttons. I try to keep my grubby little toes
out of the interface code so this can wait for Ton to return.
Removed old code that was used when the global undo still saved files. It
was restoring pointers in the UI based on names, which gave confusing
results when loading the quit.blend file (actually undobuffer).
Instead it should treat the quit.blend same as "Load without UI" option.