Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.
This fixes item #4874 in Todo Tracker. Was patch #5012.
The circle drawn around the snap point is now truely constant regardless of zoom and size of the window. That size if linearly proportional to the vertex size (bigger vertex -> bigger circle).
Reason: I had to make the "BUT" type in Blender to use callbacks *after* the
uiBlock was freed, because in Blender several of these callbacks invoke
drawing, which isn't possible while a block is being evaluated.
Now uses original filename for unpacking, instead of the Blender ID name.
That latter was a nice idea, but because of its 20 char maxname limit
not working well.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.
A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.
Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.
Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
(saved files cannot read back, they crash).
The implementation of this option was plain accident that it even worked
once... you cannot use the API in blender that way.
Brought back the old "image properties" panel, which actually only showed
options for real-time textures. Available in pulldown menu as "Real-time
Properties".
This header defines function stubs for builds without OpenEXR.
A quote from openexr_multi.h:
/* ugly... but we only use it on pipeline.c, render module, now */
No longer true! Function definitions should never be in header files,
I say.
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Undo for part of previous commit. Campbell reminded me that UV texture faces
aren't "users" like other objects, so removing the code which changes them.
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Bugfix/enhancement: allow image of mesh's UV faces to be removed/cleared by
"del f.image" or "f.image = None", and handle image user counts correctly
when assigning/clearing images.
For "Render to Image window": On re-render, the 32 bits display buffer of
a RenderResult was not freed, so it looked as if the rendered image was
not changed.
(Implementing Matt's idea)
Grid and Snap are now exclusively controlled by the Control key (pun intented).
You can switch to Snap by selecting the snap option in the Transform menu (this option is only available in edit mode on a mesh. this option is per 3D view) (NOTE: There is currently no hotkey for that, anyone should feel free to add one).
When Snap is selected, holding down Ctrl during translations (grab) snaps to vertex.
All other situations which have no snapping code yet defaults to Grid.
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User documentation for scn.objects (SceneObjects class). Documents what is
implemented right now; there still may be some minor changes prior to release.
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
Draw a circle around the snapping point for visual aid.
Different snapping target method, switchable in the 3d view header menu in the Transform menu.
* Closest: Snaps the closest vertex to the point
* Median: Snaps the median of the selection to the point
* Center: Snaps the transform center to the point (this is different from median because you can use Cursor/Boundbox as center)
Fix a bug with constraints/snap handling.