Material option "Only shadow" didn't work 100% anymore since shadowbuffer
returns 0.0 (shadow) on backfacing normals.
Added extra test in code to solve this.
- Button "relative key" was still there in Mesh Panel (is in Shape now)
- Button "Slurph" also moved to Shape panel, and gave it a tooltip.
(Slurph with value 10 will make the first vertex of a Mesh go 10 frames
earlier than the last vertex. Nice effect for making flexible stuff)
Lens flare: error in counting visibility per halo-flare in the to-be
cropped area of tiles. Halos now don't render in the 2 pixels exta outline
per tile, which is only used by faces anyway.
Material buttons: the Node Panel should draw the active node UI, but it
didn't use the correct width value to draw buttons, causing for example
the "Normal" widget to draw out of bounds.
Ancient issue; when you make a path cyclic, inserting new points resulted
in wrong interpolation. Reason: the knots array was then created with the
wrong tag 'endpoint U'.
Simplified traveling on x/y/z axis and use WASDRF with RF for up and down.
Added cancel to the header tip
Made Esc/RMB go back to the initial view for normal perspective views (previously only worked for Camera view)
Bugfixes:
- Previous seqaudio-patch broke mixdown functionality (no need to init SDL
on mixdown case... || -> && )
- hddaudio-crash at end of track finally fixed.
[ #4434 ] 3d view transform propereties float "Dim" fields lock
float comparison was inaccurate, resulted in code thinking DimX was changed always
with change not noticeable.
Replaced it with comparison against small epsilon.
Sky - Solid - Halo - Ztransp - Edge
And added better info in the tooltips for it. It's important to know that
Halos will always be covered by Ztransp, if rendered in 1 RenderLayer.
Window.py added note about the view offset being flipped.
editview.c Fly mode timed redraws so motion is the same speed erespective of scene complexity.
"Render Result". (Image name vs Image ID name).
Also solves: when you saved Render Result image (with pulldown), Blender
was reading that image from disk on a re-render.
Sequence render: when a Scene strip renders from within the UI (because
the sequencer preview option demands so), the render-result for this
rendering was not stored or accessible for redraws in render window.
When using the button in a RenderLayer node to render a single node, the
new 'render to fullscreen' crashed in end. Reason; the node editor was
still handling events after a render, as if the node editor was still open.
When using multiple RenderLayers, each with own 'edge render', the buffer
holding edge pixels wasn't cleared from scratch, so the edges of previous
layers were showing too.
Found reasonable OK solution for a cyclic dependency that was bothering
a lot of (character) animators. They would like to drive bones with
Objects, but that lagged when you parent these Objects to the
armature, since that's a circular dependency.
Since Driver relations are only looking at local object properties (i.e.
it's local position/rotation) there's a simple way to solve it. In case
such Objects have an Ipo, it reads driver values directly from the
Object Ipo (on correct time) instead of Object values.