note: Im not all that happy with where this feature is going in terms of readability, however preview renders are very distracting when physics meshes and bounding boxes are animating over the top of characters.
This was caused by the multi-user data appearing multiple times in the channel list. Now most editing functions filter out duplicates before doing anything to prevent these problems.
Hopefully the additional cost of filtering the entire list an extra time won't be too much of a speed/mem hit...
looks like a threading problem:
Easy to redo, 1024x436, FSA, 4 threads.
With 1 thread it runs ok, need to look into this further but no time now so reverting.
* adjusts on Layout:
- in order to avoid much changes when copying Logics, it's nice to have the logic s/c/a always displaying even though it's not valid (e.g. edit mesh used from a camera object).
Now a message shows in the s/c/a alerting to the problem.
* logic operators under OBJECT_OT - copy properties and logics
Matt, is it possible to have the object game properties listed as a submenu from "Copy Properties" ?
So from the "Copy Game Property" menu we would have three options:
"Copy a property" -> (submenu) prop1, prop2, prop3
"Replace all Properties"
"Merge all Properties"
For the current task list in Logic Editor:
http://www.pasteall.org/13245
famous upside down EXR bugfix from Xavier Thomas
- Files from blender 2.4x will be flipped on load.
- New files will be saved correctly
tracker has detailed info for further reference.
Potential fix (the error would explain the gimbal case, not the normal case. Also, it doesn't explain why it worked from time to time on other platforms).
According to Matt the RMB->Copy to selected wouldn't work for logics because the copy we need is for the whole logic (s/c/a). So (at least for the time been), copy logic is possible again.
It work as 2.49 (replacing the existent logic).
Add Logics is a python menu to give quick access to add logics. I have to see how to put that in Add Menu. I should be easy, but I'll leave it for later.
*The narrowui value was hard coded in all ui scripts, made an user preferences option. Basically this value determines on which area width, it should switch between dual/single column layout.
ToDo: The Changes only take effect when reloading scripts/restarting Blender (after saving as default). Will maybe add the "Reload Scripts" operator next to the button in the future.
* Small fix for Fluid Add Button, when in single column mode. Didn't expand like the other "Add" Buttons.
- pose markers new/remove
- font load/remove
- world load/remove
- particles new/remove
commented out node-tree for now since from what I can tell these have to be atteched to material/scene/texture (unlike other ID types)
Note: This is yet another problem that results from the fact that the icon/preview in file browser is now a button rather than just drawn as an image. (Similar to LEFMOUSE not working in filebrowser). This should be checked on as the fix might cause issues in the future when using image drag buttons in other parts of Blender.