- possible fix for crash mentioned in [ #5781 ] Sculpt Brush Tool not working correctly
- workaround for possible compiler glitch with floating point conversion.
OnlyShadow material: was giving shadow on backfacing faces... should not.
Do note that on boundary cases ("terminator") this isn't well defined.
This feature was meant for simple flat shadow planes, comprende?! :)
- New Softbody panel now is named "Soft Body Collision" (instead of II)
Also made it start tabbed, and made Fluids panel start untabbed.
- Infowindow: skip drawing buttons when width is smaller than 320 pixels.
- A few imported .ac models had wrong uv's, as reported by Melchior Franz (thanks). Well known reason: the vertex indices order in new faces is rearranged if the 3rd or 4th vindex is equal to 0, because of how Blender checks for tris/quads.
Fixing with that old trick of adding a vertex at index 0 in mesh.verts, adding 1 to each face vertex index, then removing the extra vertex after the model has been imported.
http://bugzilla.mplayerhq.hu/show_bug.cgi?id=642
Help provided by Reimar Doeffing.
It removes two special cases which were creating empty huffman tables.
So videos would play all black in players that were working correctly
and looking at the tables if they exist.
I also deleted commented out malloc statements that seem to be working
just fine(they were replaced with MEM_mallocN statements).
If people need them they can just look at cvs to see how they were done before.
I also removed an empty else statement.
(This fix does not fix the black bar in the sequencer with blender made avi's but
I hope to have a fix for that later today)
Kent
- Minor updates to the ac3d importer to support bad files (with more data than reported, this time) and properly handle texture paths with win separators ('\') and spaces. Again, thanks Melchior Franz for testing and reporting.
Flipping the facenormal into direction of ray accidentally did not work
anymore, the normal was initialized again in nice new code. This made
objects in mirror appear shaded wrongly.
Fixed bug #5990, Adding 5 levels of Multires crashes blender 2.43rc3
* Caused by old values in hashedgetab hanging around after all the edges were deleted. Fixed by just calling free_editMesh before building an editmesh from multires.
Saving in sculpt mode with partial visibility would give "not enough
diskspace" errors. That wasn't the error at all though, but blender
gives this diskspace error message on any error (this is for another
commit to fix though).
The cause of the error was that with partial visibility it saved the
MEdge and MFace arrays as if they had the full length, which is not
the case, so it was reading past the end of the array. I added an
exception for these.
Also removed the oldstyle tface saving, this was only there to provide
temporary upward compatibility until release.
Armature undo was incomplete; no less then 6 places needed undo pushes.
Added undo pushes, and made sure deselectall_armature/posearmature played nice
and only did undo pushes when they're called with AKEY.
This seems like a fairly old issue. I guess people just didn't notice it enough
to file a bug report. :)
Baked textures not updating in the 3D view. This bug was a side
effect of the image not being marked as loaded after changing
parameters (uv test grid, size) of a generated type image.
- Fixing bug #5950 reported by Stewart Andreason (thanks):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=5950&group_id=9
Importing .ac models created Blender objects with user count equal to 2, instead of 1 (so they couldn't be deleted in Blender), because the script kept a second reference to each created Blender object and so Python didn't deallocate things properly at the end of the script.
Now these extra references are deleted in the script, preventing the problem. But this is surely something to fix in the API itself.
Sculpt Multires render: the Orco table should be made based on 'render'
level, not on '3d view' level. Now, how this could have worked even...
Nick, could you check?
Report showed a Mesh that crashed on entering editmode and use some tools.
Appeared to be a mesh index 4 equal to one of the other indices (which
makes a corrupted quad). Fix is a sanity check in addfacelist() for enter
editmode.
Save .blend file: when setting option "Relative Paths", blender tried to
save in the root directory.
Saving .blend files is always with a real path, do the relative option
should be skipped.
Also removed the totally annoying error popup when trying to save something
before you saved a .blend. That warning was almost never correct. I left
in this warning for loading files btw.
* moved from NMesh to Mesh
* added more error checking.
* tested with 1660 lightwave models
* faster dictionary usage.
BPyImage - disallowed recursive searching of '/' or a windows drive letter.
[ #5833 ] 2.43 RC2: Incorrect Bone rotation when 3D cursor set as Pivot
There's really ugly stuff going on with pose mode rotation in transform which I'll have to fix later, in the mean time, this commit fixes the problem (which happens when you rotate bones in post mode around an arbitrary point) and includes some juicy comments to further document the actual architectural problem.