that completely:
* quit.blend is saved from the undo file, which did not save out library
ID_LI and ID_ID blocks, for quick undo keeping the library datablocks.
However this means library links are lost on reading the quit.blend, so
now instead of not writing them, they are not read on undo.
* Libraries were not not using the right path yet always.
Note the screen setup is still not recovered from the quit.blend if no
auto save happened yet, but that is not important enough to spend time on
now.
- weight blending (Vertex specials menu), currently blends from surrounding unselected verts (nice for blending edge loops), but will eventually support face mask mode.
- fix windowDidResize event not forwarded in some cases on 10.6
- fix crash on repeated Cmd-Q + Cancel quit actions
- place stub for .blend drop on blender app icon
Added an option for normalize_all that keeps the active group at its existing weight while normaling all other groups around it.
Thsi makes it easy to paint up to 100% where all other groups will use progressivly less until the active group is 100% and all others are 0.
Added weight operators to the toolbar
Auto save is now working again in 2.5. It will also remember now what
the location of the original file was when recovering it, so that
library links still work and saving the restored file does not save to
the temp directory. There is also a new Recover Auto Save operator
which will open the filebrowser in the temp directory and show the
auto saved .blends.
Implemenation Notes:
* Timer storage was moved from window to windowmanager, so we can have
windowmanager level timers too now, doesn't make sense to have
autosave timer attached to a particular window.
* FileGlobal now has a filename field storing where the file was saved.
Note that this is only used when loading a file through the recover
operators, regular file read doesn't use it, so copying the quit.blend
manually over the original file will still work as expected.
* Jobs timer no longer uses operator now, this seems more like an
internal thing, changing keymaps should not make it possible to break
the jobs manager.
* Autosave is postponed by 10 seconds when a modal operator is running,
e.g. transform or file browsing.
* Moved setting G.sce in setup_app_data before depsgraph updates, these
can use the filename for pointcaches.
I've finally given in, and implemented a '2d-cursor' for the Graph Editor. This is simply represented as an additional horizontal line that meets with the current frame indicator, forming a cross-hair. It can be disabled from the View menu.
Currently, the only tool which takes this into account is the Snapping tools (Shift-S), where I've hooked up a tool I added some time ago.
TODO:
- expose this cursor to the transform tools for scaling/rotation options...
*Put the Modifiers tab *before* the ObData (mesh, curve etc) tab, because modifiers actually apply to Object , not the ObData, even though the opposite would appear to make more sense.
- fix 10.6 API used in window resizing callback causing crash on 10.5 systems (Thx Jasper Mine for the bug report)
- implemented min window size enforcement to prevent tiny windows messing up blender's internal ui layout (same as done by Campbell on X11, is a partial fix of bug #19550)
- added (commented) code for enabling multithreaded opengl (this optimization is here for experimental tests, not for mainstream, so bleeding edge testers would want to uncomment the three "Multithreaded opengl code : uncomment for enabling" sections)
* Now the old/new names get tagged with [" "] before the search and replace operation, which should alleviate problems with searching for 'bone' and ending up with all instances of 'boney' 'boney.r' etc. also getting renamed.
* Cleaned up some compiler warnings, and removed an unused function from an earlier attempt at this work.
RNA Paths used in F-Curve, Drivers, etc. now get renamed when some data that they use gets renamed. This only works when things like Bones, Constraints, Shape Keys, and Modifiers get renamed, but other cases can get added easily.
The code here only performs simple string replacements, so there is the potential for problems when several sets of data with the same names are present. For example, if there are multiple armatures with bones that have the same names, renaming a bone on one armature (with a bone on another armature having the same name) will break all the drivers on the other one, even though they aren't really connected. However, I don't expect the aforementioned scenario to really be a problem in most production scenarios.
* the code for BLI_is_dir can be shared on Windows, no need of extra implementation - error was usage of BLI_exists instead of BLI_exist!
* left BLI_is_dir in since it's nicer to read and understand
* also removed deprecated outliner_header from MSVC projectfiles.
Removing old add tube operator and replacing it with add cylinder. The resulting operator is called add tube, since that's the name in the menu. Other people can debate about the name and change it later if they feel like it.
Error log:
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::ceil(float)':
/usr/include/gcc/darwin/3.3/c++/cmath:175: error: parse error before `(' token
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::floor(float)':
/usr/include/gcc/darwin/3.3/c++/cmath:249: error: parse error before `(' token
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::fmod(float,
float)':
/usr/include/gcc/darwin/3.3/c++/cmath:267: error: parse error before `(' token
theeth: maybe there needs to be a new SnapMode for this? - SNAP_SELF?, like editmode but without setting t->editob
- dont run special_aftertrans_update on scene objects when after sequencer transform