Also scripts will re-run on undo rather then closing.
This is done by saving and loading the name of the script or textblock of the 'Script' datablock, connected to the ScriptSpace. This way when there is a name but the script dosnt run.
Blender runs the script or text block if available.
* dxguid is necessary only when building WITH_BF_OPENAL=1. I already added the mingw version to our SVN in lib/windows/openal/lib and now I made sure it is linked against only when needed.
If you composite using multiple scenes, the "use FSA" button had to be set
or disabled for each scene. Now you can just set/disable FSA for the scene
that does the compositing. You can only disable FSA in other scenes if it
was set before though.
(Any understands these lines? :)
Unfortunately, using BUT instead of BUTM won't work for these buttons. Although they now work, there is less tactical feedback (i.e. button depresses when clicked), and their colouring doesn't suggest to the user that they do something (i.e. grey not 'orange').
This makes it so the following are equal.
blender -w -p 0 0 500 500
blender -p 0 0 500 500 -w
Just move initalization for full screen to before the loop starts.
so it doesn't matter where a -p shows up to override fullscreen.
Kent
memory blocks anymore, but smaller fixed size blocks, so that diffing
can be more effective. For example helps in sculpt mode when making
only local changes to the mesh, previously it would copy the whole
MVert array for each undo step.
shadowbuffers. At the time the results were not satisfying enough,
but we now suffer a shadow problem that might well be solved with
this feature.
Problem:
Temporal aliasing of shadowbuffers when small details move (like strands).
In this case it doesn't work to simply increase the shadowbuffer size,
because strands are pixel-sized. Huge shadowbuffers make strand shadows
almost disappear. So... the shadowbuffer resolution has to be not too high.
Instead of increasing the buffer size, we then create multiple buffers,
each on different subpixel positions (a bit like "FSA" :).
So! Shadowbuffer sampling then works as follows;
1) You take multiple samples in the shadowbuffer, on different locations
inside (or around) the rendered pixel.
That option was aready available as "Samp" button in Lamps
2) Set amount of sample buffers. It is default 1, but can be 4 or 9.
The results of setting it to '4' or '9' buffers you can see here:
http://www.blender.org/bf/filters/index3.html
Actually, deep shadowbuffers could solve it probably too! Anyhoo...
the renderer could lead to results being reused for unrelated
points, result was one wrong pixel or strand per part. Now instead
of setting the sample counter to 0 multiple times, it keeps a global
counter per thread for the whole render.
inherit scale option yet, scale of the bone would slowly change.
Now it's still not 100% accurate, but that's unavoidable, at least
the effect is much reduced.
- Moved WIN32 code to ghost and added code for other systems.
- Added functions getClipboard(flag), and putClipboard(buffer, flag)
-Flag is used on X11 to request selection buffer or clipboard.
-If any other system uses flag = 1 the function returns doing nothing.
- Changed ctrl +c/v and shift+ctrl + c/v to do the same thing (use the clipboard).
- Changed the menu items (copy, paste) to use the clipboard.
Bring back multivert normal average for the normal manipulator/orientation.
When selecting more than three vertice, the averaged normal of all selected is used to get orientation Z-axis.
NOTE: This is only applicable when NO faces are selected, otherwise it uses the averaged normal of the faces (excluding vertice that aren't part of a face). This is not new behavior
CHANGES FROM 2.45: Selecting 2 or 3 vertice doesn't use normal averaging but uses virtual edge and face orientations instead.
- renderwindow didn't show values of previous buffer correct.
- renderwindow only showed floats and no char values like image editor.
- renderwindow didn't show x,y values.
- image editor didn't show z values.
Patch to fix these problems provided by Rob Hausauer, thanks!
Now, when selecting Action Channel Groups while holding the Ctrl-Shift keys, all of the group's channels are selected. Any other channels/groups are deselected. Likewise, the related bones will also get selected.