with errors
This filtering option is useful when rigging and you want to figure out if any
of your drivers are not functioning, and/or which one(s) are not, so that you
can go through fixing them. It saves you from having to check on each one
individually, or going into the console to try to infer which ones are not
working.
Maya keymap used LMB press to select object and also used tweak event
of LMB for border select. This lead to selecting object under the cursor
before border select could start.
This could be pain when working on huge scenes.
Solved by switching selection from LMB press to release.
There was a missing check for whether color management enabled or not when
converting byte textures to linear space.
This commit also fixes wrong texture preview rendering, which was applying
sRGB transform twice, making procedural textures bright. This will make
float textures being previewed dark (in a linear space) but that's how it
used to behave in pre-OCIO color management.
Move smart stitch drawing code inside a draw callback and use
ED_region_draw_cb_activate instead of explicitly checking for this
specific operator in the main uv drawing function.
places as well, but it's quite large change to be done before 'a' release.
For now ignore zoom inverse for 2d view to keep things consistent,
would be re-implemented for all areas after this.
from Kesten Broughton (kestion)
Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
In response to some of the feedback, I've taken a second look at the situation
when multiple views are open, and indeed in that situation having it display in
every region and blinking was quite overwhelming (admittedly, I've mainly been
testing on single-view setups). Now it only shows for the region that was used
for initiating the transform.
*Get rid of the magic numbers for median arrays, use defines instead, should make things a bit more clear and easy to edit (though there are still a bit of "array magic" on median here and there).
*Restore and extend use of RNA prop when a single (control)point of curve or lattice is selected, to allow keyframing (was added by sergey for curve radius in r41494, see [#29122], and reverted by myself in previous refactor r44599).
*Bezier points' softbody weight was called just "weight", when it is "weight_softbody" for NURBS ones, made it the same!
*Added "weight_softbody" to Lattice points as well.
By default, this is enabled, so that newbie users who are most likely to be
caught short by this will get the benefits of this option, while seasoned
animators are likely to know where to go to turn things off (i.e. the scratch-
an-itch urge is quite a powerful motivating force...)