The previous order is correct, the new order forced all global scale on local axis (in object mode).
The "problem" with scaling (or mirroring) in object mode along an axis that is not aligned along one of the local axis is that the result has to be decomposed (as best it can by TransMat3ToSize) into scaling factors along local axis. The more axis aligned the object is, the more "correct" it will look, with the worse being a scale along two local axis when the scaling axis is right between them.
One "solution" could be to make all Mirror transform in object mode work on local axis only (but I don't think that would be correct, since it still works correctly on aligned axis).
Coded a 'path' getter for Texture Slots. This was a bit more involved than for other paths, since texture slots used the names of the textures assigned, which would be troublesome when a texture got used twice or more.
I've made this a separate operator to Make Parent, since the two were signficantly different (this version only works for Objects, and doesn't care about other types of parenting).
* #19727: Noise modifier does nothing with size 1.0
When the 'Size' and 'Phase' parameters were both 1.0 exactly, and evaltime was an integer (as is the case when doing animation evaluation but not for Graph Editor drawing), the noise calculation function was bailing out. Now, the 'z' component supplied to this function is a decimal value (hardcoded to 0.1 after experimentation) to try and avoid this situation.
* Graph Editor 'Bake' operator was using wrong poll callback, making it useless when trying to use it on a F-Curve that only has modifiers on it (i.e. the main use case of the operator!)
- use Cocoa function to convert keys character value to isoLatin-1 encoding instead of the translation table. Works better with international keyboards
- enable stereo GL option
- fix source/creator CMake file to remove unneeded folders in the app bundle (the __MACOSX stuff). (Thx jensverwiebe)
Fixes for these were provided by the submitter, Clark Tucker (ctucker_toc). Thanks!
- #19724: Fix for problems with lasso select with 'occlude background geometry' turned off. Removed a duplicate call to ED_view3d_init_mats_rv3d().
(NOTE: I couldn't reproduce the error on my system, but the duplicate call does look rather fishy. Removing it doesn't seem to have any negative effects at least)
- #19725: Lasso select does not update 'selected vertex count' in 'INFO bar'. Added a notifier here to get the counter refreshed.
* Restored the Grease Pencil tools to the toolbar
Probably, if the reason they were commented out before was so that the repeat stuff is visible, we can swap the order of those two. Otherwise, it's good to have somewhere for the operators now (so that the hotkeys can be found)
* Hotkey displays in the tooltips now show the keymodifier too
For example, "D LeftMouse" or "Ctrl D LeftMouse" for the Grease Pencil operators, instead of just "LeftMouse" or "Ctrl LeftMouse".
- tablet : fix pressure retrieval => value sliding now works with tablet, UV-painting is pressure sensitive, and no more crash when clicking on window minimize button with the tablet
- update CMake file to remove unneeded folders in the app bundle (the __MACOSX stuff). From Jens' patch
* The python 'math' library is now included in the py-namespace used to evaluate button expressions. So it is now possible to do 'radians(somevalue)' to get a rotation value that Blender can understand...
* Shapekey path getting function now uses the appropriate wrapper for grabbing the pointer to the ID block for the ShapeKey
* Made the Graph Editor's minimum zoom size finer...
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
This means if you refer to a member of an object it will fail silently if there is no active object, but if you use an invalid attribute of the object it raises an error.
The method to check this is not nice but works well enough.
also removed pageup/down keys for changing the active shape since listviews can do this now.
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
* Submenus displaying the options available for certain operators now will now show the hotkey for the operator on the menu entries.
* Added an option for mirroring keyframes in the Graph Editor which makes use of the new cursor
* RNA Path fixing when renaming data now checks if a path in question cannot be resolved before trying to fix it. This should reduce the number of misindentified cases I hope.
* Silenced compiler warnings for EdgeSlide stuff that mingw was making about unused variables.
* Transform code was not properly fixed to work with the new way that axis-angle data was stored
* The order of the args for the conversion function when switching rotation representations was wrong, causing problems when switching from quaternion to axis angle (i.e. these occurred for newly created bones).
Using standard 'save' now pops up a filebrowser when the file hasn't been saved before instead of just assuming that the file should be called "untitled.blend" and dumped in the last used directory.
* Mouse wheel now scrolls the list.
* Up/down key and alt mouse wheel change the active item.
* Adding/removing items from the list now automatically scrolls so the
active item is in the view.
* Shift mouse wheel changes the size of the list widget to display more
items. Lazy replacement for a proper grip.
* Shape key list now displays the influence value next to the name,
* Also fix the range of the value slider to match the defined min/max
range.
It is now possible to choose from 'Bounding Box' (default), '2D-Cursor', and 'Individual Centers' as the pivot point(s) that rotation/scaling is performed around.
* Driver adding/removing operators in the Outliner now work properly for arrays
* Renamed these operators so that their names are more indicative of how they work (i.e. based on the data in the Outliner that is selected)
* Added a menu labelled 'Edit' in the Datablocks view which gives access to (and includes the hotkeys for) these tools.
Moving out a few gl state changes to higher-level calls to improve performance when drawing handles. This already improves the responsiveness a lot on a few files, though a few other tweaks will also help.