Only forbid negframes when user has not allowed them in whole Blender (userpref, editing). Else, it's more than annoying to not be able to draw negframed gpencil.
Problem was introduced with r54648, which determined the initial interval for the Newton-Raphson method using the "total_time" of the collision - but this info is only defined for regular collisions, not
for the raycasting used in boids to find the "ground object". To ensure correct behavior, now clear the collision info before using it (good practice in any case), then check the inv_total_time variable
and use the standard 0.001 step if not defined.
scale and rotation in mapping node, there would be shearing, and the only way
to avoid that was to add 2 mapping nodes. This is because to transform the
texture, the inverse transform needs to be done on the texture coordinate
Now the mapping node has Texture/Point/Vector/Normal types to transform the
vector for a particular purpose. Point is the existing behavior, Texture is
the new default that behaves more like you might expect.
was regression in r59665 (fix for [#35002]).
now when checking a segment that lies on the same plane as the triangle intersects,
clip the segment by the triangle bounds so we know the points remain inside the triangle.
button under the mouse, and so clicking the button failed without first
moving the mouse. Similar issues could happen with popups and switching
windows.
The problem is that a notifier was being used to deactivate possible other
activated buttons, but as notifiers are delayed it could undo the correct
activation too. If anyone notices hanging tooltips or other issues after this
fix, please report them.
seems that somehow not having this is causing keyboard events to be caught by
SDL. This was removed because it broke addons that could use SDL, now set the
environment variable only temporary during SDL initialization.
This may have been causing issues with keyboard events getting missed in the
game engine, but I couldn't confirm the issue here.
(which is also "[#36749] Joining objects with more than one uv map depends on list order")
Thanks Bastien Montagne and Brecht van Lommel for reviewing and some advice.
Suggestion by Jonathan Williamson, and thanks to
Walid Shouman for noticing that the existing code
worked if a test to prohibit it were removed.
Limitation: treats segments > 1 the same as
segments == 1 in this case; a TODO to do
something more intelligent.
In fact, the issue was that names of mloopuv/mtespoly layers could very easily get out of sync (a simple rename was enough), while most tools (such as the UVProject modifier) expect matching layers to have the same name!
Now matching names are check on load, and renaming of a layer through RNA is guaranted to be synchronized with its counterparts.
Thanks to Brecht & Campbell for reviews.