The issue was caused by CDDM_tessfaces_to_faces not dealing with CD layers.
There was already function BKE_mesh_convert_mfaces_to_mpolys which converted
mfaces to mpolys with converting all CD layers. Made it a bit more general so
it might work with given arrays of faces/polys and re-used it from CDDM module.
Checked with UV and sculpt data from Blender 2.61 and it loaded nice, so
hopefully there's no regressions in loading older files.
Added new flag to Imageuser which indicates whether user frame calculation is needed.
This flag is getting set in BKE_image_signal and handled in actual image usage areas
where both image user and current frame is known.
Some operators like curve presets, color sample and some more were using object's
mode to distinguish in which mode user is currently painting. Such approach fails
in cases when there's paint mode active in 3D viewport and Image Editor.
Changed logic here to use some context's state like active space which helps
distinguishing current paint mode more accurate.
Ported all areas which uses paint_get_active() to new paint_get_active_from_context().
There're still some calls to paint_get_active(), but that shouldn't be harmful due
to that places indeed have object's mode as priority when getting paint mode.
Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.
Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.
Other notes:
* Split out the code for copying colors to a common library function
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when deleting a node, or to control the path of long connections for layout cleanup.
to resolution calculation functions rather than doing this from callee.
Also switch mask drawing code do the same spline resolution calculation
as used for compositor (which takes frame dimensions into account).
- Original slide would create overall feather for spline
- Sliding of feather points for already defined feather would control
individual feather points weight
- Sliding of feather points with Ctrl hold down would switch to
overall feather control
It also changes multi-paint's "zero weight color" to black again--it was unintentionally changed to red some time late last year when an aspect of the colors were changed.