Non backbuffered (z-clipped) edge selection now works.
Transforms unfortunately do not, I'm having a little trouble
figuring out why my code isn't working :/
Lattice.c - removed warning
Mesh.c - (own error) when running me.update(key="...") didnt update the right keyframe.
mesh_cleanup.py - Bugfix from a report by plumiferos that started uncovering all the memory leaks.
Removing NAN verts didnt work with mesh keyframes.
Data from Armature.c and logic.c still leaks.
Mostly todo with PyList_Append adding a refcount and the bpython api not decrefing.
Also added some features needed to fix a bug in mesh_clean.py (ob.pinShape and ob.activeShape)
Removed the error that showed up when trying to paste a pose onto protected proxy bones. By definition, you shouldn't be able to keyframe/pose protected proxy bones, but nothing obeys that currently.
*if a vertex group was renamed in the outliner, the name was not updated
correctly in visible buttons window
*certain buttons in Render panel didn't update other buttons windows in
case their value was changed
*same goes for Logic context of the Buttons Window
*also cleaned up unnecessary code from Logic context and made Timer
field to work correctly when pressed with left mouse button
Got the drawing stuff for editmode to work a little better.
There is a problem where the transparent overlay for
non-backbuffered select in solid mode isn't drawing
transparent. I need to find a way to force opengl vertex
arrays to draw transparent.
Generalized the new opengl vertex array drawing API a
little bit. Added drawEditVerts/FacePoints to
DerivedMesh. Note that the opengl vertex array system is
an optional thing that DerivedMeshes can use, the actual
DerivedMesh drawing stuff is still used for drawing.
Also got non-backbuffered vertex select to work. Wahoo!
Unfortunately the code for bmesh to work with transforms
isn't working, despite being one of the first things I
converted.
=Drawing Update=
Edges are now drawn in editmode. Still haven't started
recoding the findnearest stuff yet, so nothing is
selectable.
Also the derivedmesh backend for bmesh is
being remade every frame for some reason; since it uses
opengl vertex arrays this is actually slower then before.
Need to track down just what is remaking the derivedmesh each
frame :/
=Drawing Updates=
Bmesh editmode now draws solid faces and (non-selectable) vertex points. Object mode now draws correctly. There's still some bugs though, especially in the conversion of vertex normals.
[ #6690 ] Shift and widget translation cause an uncontrolled move in side or front view
There was a tentative fix for that earlier, but the limit used was too low. This fixes it and ensures sane output.
Vector blur error in Ztransp: sometimes black lines (on edges) appeared,
which didn't get blurred away. Caused by zero-init of speed vectors in
sample buffers. (Zero speed -> no motion).
Error in Blender since vblur was added.
Now Action/IPO-Curve/Constraint Channels draw so that they open downwards. The only noticeable differences are that when expanding/collapsing channels, all the channels above won't get shunted out of the way again. Also, on loading some older files, all the channels may be out of view (TODO: make version patch for this...)
Current status: Editmesh code is now completely gone. All references to editmesh functions have either been rewritten or commented out with //EDITBMESHGREP to enable easy grepping of things left to do.
Mesh DNA has been changed to handle ngons with two new structures, MLoop and MPoly (MFace is deprecated). Old files are converted on load in do_versions(), however this is a little buggy.
Changes to DerivedMesh have also been made; all the MFace functions are still there, but in addition functions for dealing with MPolys and MLoops has been added.
No functionality for bmesh have been made other then the bare basic derivedmesh/conversion stuff, and even those are still incomplete/buggy.
[ #6702 ] Image doesn't get saved after painting & packing
IMB_saveiff - (general saving function), does not write a file when the image is packed.
so write a file with writePackedFile for packed files.
The code for preserving ID properties was apparently not
working. Fixed that by adding a new function,
IDP_ReplaceInGroup, that automatically handles overriding a
property in a group while preserving the property order.
Its odd though that the previous fix I had wasn't
working :/
Fix float error in Transform Contraint with planar constraints when the plane was perpendicular to the viewport. This could cause some weird erratic behavior.
When setting the filename for export foo_#_bar would not be renamed to foo_00001_bar, It only worked when # what the last char of the name.
removed the text from --help that says this is supported.