This was a 2-part bug:
1) "Track index" (i.e. "index of NLA track within NLA Stack") was calculated incorrectly when the transform data is created. A typo meant that this was actually "index of strip within original track"
2) Strips were flying around madly vertically (especially for downward movements, and with extreme difficulty for upwards) as the track index was being updated incorrectly. I suspect at the time I was misreading it as trackIndex = ... vs trackIndex += ..., though it obviously looked wrong looking at it now!
Transforming strips into locked tracks meant that they were not unlocked properly (i.e. they stayed as temporary "meta" strips). This is now taken into account as part of the step which checks if there's any space for them in those tracks.
NURBS surfaces always used resol{u,v} from spline and never used curve's render resolutions.
Now, if curve's render resolution is non-zero then it'll override resolution for all
splines when rendering (in needed direction only, ofcource).
When using a startup.blend without user prefs (themes etc) saved, Blender
crashed. Added a provision to then fall back to the compiled in startup,
including a print in console.
View2d custom keymap to put zoom in RMB didn't work, the modal handler
still has a hardcoded check for mouse/keys. Fixed it for this case quickly,
added wiki todo and warning in code.
* This null check just prevents the crash, but the real bug is that 3d view toolbar redo even shows the image view operator..
* ..and since the redo is in the wrong view it doesn't work. Both of these are known issues.
By just removing these vars (commenting them out), we were getting alignment errors which were causing crashes when loading old files with armatures (crash in armature drawing code).
Fortunately I happen to be working on a little project right now, and caught this :)
- Totally get rid of old active_brush_index stuff
- Use operator to set n-th brush as active in specified paint mode
thans to Cambo for it's optimization :)
- 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.
Issue: in user preferences window, using file selecting caused the
the userpref window to be saved, and not closing.
Reason: design error (by me) in using screen->full tag for denoting
a temporarily screen (like file window). Fixed by using a new
screen->temp variable for it.
System remained unstable though, noticed another issue with freeing
temp screens in wrong places. Seems nice stable now! Will check on
the wiki for relarted issues now.
* Particles didn't want to stay cached, even if there were no actual chages.
* Particle states weren't set properly for times before actual simulation start.
Was trying to decode an image when quicktime wasn't initialized.
There are a few other reports on windows about thumbnails crashing which this probably fixes.
This also fixes a bug where DisposeHandle wasn't called if decode was called with a NULL pointer.
[#24601] Net rendering master node fails to send/retrieve files to/from slaves
Both Reported by Dan McGrath
The second might not actually be fixed with this, but now there is better error checking and reporting.
Misc: add poll method in Panel base class, to better support mixins with different inheritance order.
- object updates were not being flushed, so children weren't updating.
- apply the matrix relative to the parent, added this as an option to object_apply_mat4() which allows assigning the worldspace matrix in python without worrying about the parent.
Image editor & texture properties, add new Image, inits 'start' now
to frame 1 for sequences.
Added triple-X warning in Image Open operator, it uses SpaceImage whilst
it can be called from other editors. Code is safe but not correct.