of the nodes, I realized I had strayed from the path of enlightened blending
by causing the math node to create an output the size of the larger of the
two inputs.
It has been corrected create the output the size of the
first image, and in its abscense the second image. In the event of
nether input containing image data the node does not function. I also
added some early out checks at the beginning of the function to speed it
up a tad in these cases and commented the code a bit more.
Basically move stuff out of filesel.c and into language.c and changes
when exactly it does the conversion. It was doing it when not needed for
some machines. It probably still needs work but its slowly getting better.
I also removed some commented out code.
Kent
ID Properties weren't being duplicated (by shift-D or any of the other
duplication functions). So now ID properties are duplicated in the
main copy_libblock function, which (as far as I can check) covers all
ID-contained ID properties.
I also updated the constraint system to copy pyconstraint ID properties
on shift-D.
This would probably be a good thing to add to the stable branch, btw.
Resolved Issues:
* My drawing cleanup commit the other day broke shapekey keyframe selection - was using wrong filter for Action Editor data
* Removed the old hack to limit vertical scrolling so that shapekeys were visible. It wasn't really needed anymore, and was causing problems with HomeKey.
Unresolved Issues:
* Vertical placement of sliders is slightly off
* In a test file I obtained, shapekey sliders don't work immediately after the file is loaded.
This commit should fix some seemingly random crashes broken and I have been experiencing while editing armatures.
A backtrace revealed that autosave was choking on the PoseChannels that didn't have a Bone assigned to them. This was caused by the bone duplication code making a new PoseChannel for a duplicated bone, but that new bone not getting assigned to the PoseChannel yet, as the user was still in EditMode.
"Render to image editor" renders to Buttons Window only if no other suitable
windows are available. Other window types are prioritized before Buttons
Window.
Added new defines for the icons used to show this, on the request of Matt Ebb. For now, the eye icons have simply been duplicated to the new spaces, but 'more descriptive' icons should be made.
Some cleanups of the Action Editor drawing methods. These now make use of the filtering stuff I added for the backend cleanup.
Unfortuantely I still cannot get Blender's ui widgets to really work properly, so that toggle icons can have tooltips. There were some severe scaling issues.
Ctrl-RMB and Alt-RMB now call for different selection methods that are helpful when working within a single channel that holds several strips. The Ctrl modifier signals "Right" and the Alt modifier signals "Left".
Ctrl-RMB clicking a strip will select that strips left handle and the adjacent handle of any strip that abuts it on the left, allowing you to move the boundary between the strips without changing their outer endpoints. Ctrl-RMB clicking again on that strip will add to the selection all strips to the left of it, allowing you to slide the entire set of strips out of the way for a new one.
Alt-RMB works the same, but to the right.
Ctrl-Alt-RMB on a strip selects the surrounding handles only, allowing you to move the targeted strip and have the surrounding two strips adjust to follow.
https://projects.blender.org/tracker/index.php?func=detail&aid=6833&group_id=9&atid=127
It adds the option when creating a new "screen" to create an empty one
(one with one window)
While its one more click, I think this is pretty dang useful. If people
want to revert it feel free, and we can talk about it.
This seems more consistant with the Scene bar though so I figured it was safe
to add it.
Kent
Sequence Editor: SHIFT+R, Remap Paths (also in pull down menu)
This allows to remap the root of a path to another directory.
Works on all selected Image strips. That way you can make absolute
paths relative, for example.
Example:
original path: /mnt/orange/finals/06_which_way/06_03b/
to be remapped: /mnt/orange/finals/
remap to: //
new path: //06_which_way/06_03b/
Refactored and improved sculptmode-stroke.c.
* With smooth stroke on, the Spacing value is now taken into account (if zero, the default value of two is still used)
Added a new input control that smooths the brush stroke.
This option controlled by the menu item Sculpt>Input Control>Smooth Stroke. When enabled, the brush has a delayed effect on the model; a green line is drawn to indicate the smoothed path of the stroke. After ~200 pixels, the first half of the stroke will be applied to the model; the process then repeats, with a new segment of the stroke being applied to the model after every 200 pixels. On mouse up, any remaining portion of the stroke will be applied.
Other changes:
* Added a flags field to SculptData; currently only used for smooth stroke but other flags can be moved into it
* Moved the damaged_rects/verts into SculptSession
* Simplified brush application by moving init_editdata into do_symmetrical_brush_actions
* Removed Averaging from sculpt Input menu; smooth stroke should take its place
TODO:
* Fix display of the smooth line in Partial Redraw mode
* Make the smoothing and delay factors adjustable
* Optimize the stroke application (currently using the old 'dot' style of applying the brush)