- report errors when join fails.
- toggle editmode with internal functions rather then ED_object_enter_editmode / ED_object_exit_editmode, which rely on context too much and didnt work properly when calling join from python.
Added extend option to lasso.
also...
- selecting bones wasn't checking their layer of if they were hidden in a number of places.
- fixed memory leak.
small unrealed changes
- added PBONE_VISIBLE macro
- renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's.
- removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific.
Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
- use first selected if non active (clears confusion since this isn't at all clear)
- dont take unselected into account when calculating connectivity, would mess up in many cases.
Fix#22018: joining objects with different multires levels loses levesl from the higher multires object
- Synchronyze mulires subdivision level when joining objects
- Apply scale on MDISP layer when applying scale
- Re-calculate MDISP when joining scaled objects
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
double click didnt check mouse distance moved so you could click twice in different areas of the screen very fast and generate a double click event which had old mouse coords copied into it but was sent to an operator set to run on single click (because the double click wasnt handled).
Also added MEM_name_ptr function (included in debug mode only), prints the name of allocated memory.
used for debugging where events came from.
- omit render code from this warning (cmake only), until render branch is merged.
- moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
- Added EM_project_snap_verts so other functions can re-use this, similar to old retopo_do_all().
- Changed how the normal for selected geometry is calculated, was accumulating half selected edge's into normals which was OK with even surrounding geometry but could skew too easily if the surroundings were not so even. Now use the 2D screen space selected edge vector to calculate the normals in relation to the target mouse position.
- Option to rotate initial selection, gives better results in some cases. (Ctrl+Shift+Click to disable)
http://wiki.blender.org/index.php/File:ClickExtrudeFix.png
Added ND_OB_SELECT notifier to separate operator. Selected objects
aren't actually changing, but there is no existing ND which could be used
for outliner update.
- set_frame() --> frame_set()
- set_context_pointer() --> context_pointer_set()
material adding works for curves and metaballs, new function to remove materials.
materials.link() didnt well fit how this is used elsewhere
- order matters
- it can be linked more than once.
- remove(material), isnt that useful since you need to manage indicies.
... use list style functions instead. materials.append(mat) / materials.pop(index)
http://www.vrchannel.de/blender/cylinder_rename.png
Mesh Tube > Mesh Cylinder
NURBS Tube > NURBS Cylinder
Metaball Cylinder > Metaball Capsule
I know that naming is something not everyone agrees on, but these terms look geometrically correct.
- mesh.add_geometry(v, e, f) --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot)
- mesh.add_material(mat) --> mesh.materials.link(mat)
changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
patch [#23317] Changed some operators' RNA to accept lengths
by Lorenzo Tozzi (oni_niubbo)
with the minor change to use XYZ subtype rather then LENGTH.
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)