- ALT+U undo menu shows history for global undo as well
- Added undo pushes for buttons window more consistantly
- Added it & tested for ipowindow too
- Added it in outliner
- And quite some missing occasions for 3d window editing
-- adding help_browser.py to show help for installed scripts;
-- updated scripts to include basic doc info to be shown with above script:
script authors can / will / should update with more info, of course;
-- updated some scripts to newer versions: disp_paint, fixfromarmature, hotkeys, etc.
-- Alexander Szakaly reported and provided a patch for Material.c and NMesh.c to solve crash in material handling when there's no material.
-- Ton reported a crash with advancing a frame after creating a new script link. I couldn't reproduce the crash, but added a check in BPY_do_pyscript to make sure the passed ID pointer is valid.
Thanks both.
On OSX, the SHIFT key release event got lost after a 'mouse pointer warp'.
Replaced the warp call in ghost, and updated the fly mode code to read
events better.
Nice positive side effect; using arrow keys to move while transform (e.g.
grab/rotate/scale) goes much much nicer now!
behaves very unpredictable (ask google) and seems to clear pending events
as well (fly mode, shift event dissappears).
The now used call, CGWarpMouseCursorPosition, creates no event so it has
to be combined with updating mouse cursor location in ghostwinlay.c
- themecolor for the 'bars' in NLA used signed char
- global undo, restore pointers for UI accidentally added user values for
oops and outliner, causing unused blocks to show used
- moved popup menus one pix up or down, it was overlapping the button
causing accidental selection of menus
Deformed meshes (by armature for example) didn't get drawn correctly
for vertex paint, weightpaint, UV faceselect. Was OK in 2.34 :)
Additional to that I found out vertex paint doesn't correctly use the
'Area' option, when a mesh was deformed. That was an oldie.
Plus; made tooltips for 'Area' and 'Normals' in Paint Panel clear.
- Added proper edgeflag test for knife
- Fixed error in 'make face' for cases I again didn't foresee (ordering
of vertices can be any, need to try 3 cases before rejecting)
borkened this... )
- Improved rule for adding face (FKEY); it now checks first for existance
of 4 connected edges, if that exists a face is created anyway, otherwise
it does the convex test. Alexander correctly noted that for subsurfs
non-convex quads should be allowed anyway. Hope this rule satisfies it.
- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.
- Added undo-free for editmode undo on file load
-- applied patch by Michael Reimpell that lets scripts registration info be either commented out or not (commented, it doesn't interfere with Python documentation tools. The patch also fixes potential overflows, thanks (and sorry for the confusion) again, Michael.
-- fixed NMesh_hasFaceUV, it was returning true for false and vice-versa. Reported by Jonas Petersen with patch, thanks.
-- added 'homedir' and 'uscriptsdir' to Blender.Get() to get Blender's home dir and the user defined scripts dir.
-- related to the above doc updates.
(prevents crash reported by sgefant!)
- Selection outline for Curve objects didnt draw right after leave
editmode
- outliner now default when first viewing Oops window (dangerous?)
- Zoom with ctrl+middlemouse works in Oops again
trias to test in quad
PLus:
- Add undo-push after 'assign material' in curve editmode, plus redraw
to reflect material change
- Added tooltips for opengl light buttons in user presets
- Added correct buttons window redraw for armature selecting in
editmode
In DisplayButtons, Panel "Output", a new slider "Dither" allows to add
random noise dither to rendered output. It works on sky as well as solid
and transparent. Note however that in OSA render, the Unified Render gives
much better results, since that render nicely delivers full scanlines of
high definition color. The old render mode isn't well suited for this
postprocess.
A dither value of '1.0' will exactly add maximum of 1.0/256.0 to the
pixels.
Potential improvements for next releases;
- regular patterns
- dither per color channel
- not only add, but also subtract dither
Also note that this gives best results for print work or stills. Animating it
gives slight visible noise. Also runlength compression wont really work, and
Jpeg needs to be given higher quality too.
Reported was that padplus/padminus doesn't do a zoom in the NLA or Action
windows. Was missing since very beginning! :)
Found conflict with the new NLA strip move up/down, but using the pad
keys for that is a bit too inconsistant. I've now made it using the
PageUp/PageDown and normal plus/minus keys... Hos could check on this
though!
a nice separate function, reducing code size to half and keeping it
readable code :)
Functionality; while holding ALT on a mouse-select, a menu will pop up
displaying all Objects that can be potentially selected. Maximum 22
objects will be displayed. When only one object is found it selects it
automatically, otherwise it allows the user to select/activate by the
menu.
- Curve Join now moves all curves to 2D (if its 2D)
- FGon extrude keeps FGon flags correctly
- After Append undo-push added
- In almost all Ipo editing commands; undo-push added
- Icons in outliner now all consistant grey
- Zoffs button had to 20 high (hmetal :)
Old & annoying; error() menu doesnt work while rendering, and is still
called for many occsasions. Error also caused Blender window to screw up.
Now error() just prints during render.