existing code was very stupid.
- all ID pointers for clipboard strips are handled uniformly.
- clipboard stores a duplicate ID pointer which are restored on paste.
- restoring pointers...
-- use ID's that are still in the database (copy&paste within the same file).
-- fallback to name lookup.
-- fallback to loading them from the original filepath (movie-clip and sound only).
also fix bug pasting where initialing the sound wasn't done if there was no frame-offset.
rather then moving everything into the cursor location, the current selection centers around the cursor, maintaining their relative distances.
works for mesh, object, pose bones etc.
* Add Presets for Sampling. This comes with a simple Preview and Final preset, but as this is varying a lot depending on the scene, they should just be a starting point. The user can add own presets here.
* Some UI layout changes to match the settings a bit better.
- making this change now because some addons developers are interested in showing keymap UI in their addons prefs and using the class involved making a fake class instance which isnt needed.
there are cases where you want to use visual-keying but not remove constraints, also it wasnt obvious that clearing constraints used a different method of keyframing.
So split these into 2 options.
The reported problem is a visual artefact (extra lines) generated by
ChainingIterators.pySketchyChainingIterator used for sketchy chaining with the Same Object
option disabled in the Parameter Editor mode. The issue is caused by an inconsistency in
the internal data structure (i.e., view map). For now this fatal error condition is addressed
to avoid visually incorrect results. Another fix will follow to address the cause of the
internal inconsistency.
This was caused by r.57812
There were two problems here:
1) vertex_group_vert_select_unlocked_poll() had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
* First step towards a new vector transform node, to convert Points/Vectors between World/Object/Camera space.
This only contains the Blender UI, RNA... code, no Cycles integration yet.
Update from a script I had in 2.4x, useful if you have mesh data which is _almost_ symmetrical,
there was no good way to automatically make the minor adjustments to make the mesh fully symmetrical.
Options for...
- symmetry-axis.
- blending between the +/- side.
- center mid verts.
Access from Mesh menu.