* In addition to fixing the memleak it's much better to always copy the voxeldata to the texture. Smoke data can change at any time due to some changes, so we can't depend on that data.
* Thanks to MiikaH for finding this!
Texture Nodes didn't work for normal output anymore anymore.
It was caused by new handling of bump code using derivatives,
but that's not how texture nodes work now. In case a texture
has nodes, it uses the old (2.4) method.
Crash in Array Modifier. The merging-vertices option
(mysteriously named "First Last") caused invalid indices in
faces to exist. This commit solves the crash, but not the
cause. For that Ben Batt's assistance is needed.
Ton will work on moving the File menu out of the Info space before release.
notes.
- reply Operator isn't working anymore.
- UI for reports is commented out so its not mixed with the file menu.
F-Curves tagged as "disabled" now have their channels drawn with a red line underlining their names.
"Disabled" F-Curves are skipped for evaluation, and typically result (for example) from assigning an action from one armature to another, but the new armature does not have some of the bones the action's F-Curves need in order for the datapaths (referring to the property the F-Curves affect) to be resolved. This is to prevent heaps of invalid channels slowing down animation playback.
I've also added a new operator, found by:
Channels -> Revive Disabled F-Curves
in the Graph Editor and DopeSheet/Action Editors, which will clear all the disabled tags for all the F-Curves in the animation editor at the time (based on the filtering criteria).
Use this operator to clear the disabled tags, allowing such channels to be able to be evaluated again (perhaps after adding the offending bones for example, or when using the action on the original armature again).
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.