Alt-B clipping doesn't work in side view. This seems to be a bug in
some gluUnProject implementations, used the same workaround as sculpt
mode did already.
== Plugins ==
Made sequencer plugins work again by boosting the version number and
working around recent changes to the ImBuf-structure for older binary
plugins.
This commit also restores the original length of name in VarStruct.
IK Locks/Limits were applied to bones in IK-chains even when the IK
constraint for the chain had an influence value of 0.
I've added a check to see if the ik-constraint found has any influence
over a chain, before the chain is made available for ik-solving.
When clicking on the basis curve of a Curve's shapekeys in the IPO Editor
with 'Relative' turned off, Blender crashed. This was caused by the call to
set_sculpt_object() which only works on meshes (at the moment).
I've added a check to make sure this is only called for meshes. Also, silenced
the 'implicit declaration' warning my compiler was giving me about this function.
Now, objects without actions/nlastrips cannot get collapsed anymore
as it didn't make sense. The open/close triangle is no longer shown
for these.
Also, I went through and made sure all the NLA tools to comply with this.
This fixes bug #5591.
the tip isnt used for a label anyway. added comments explaining whats going on. only effects clever numbuts internaly.
type fixes for weightpaint_envelope_assign.py
Selecting option conflict... shift+alt+click was used both for 'select with
a menu' as for 'flush selection to group members'.
Solution for now: keep the group select for shift+alt+click, and menu select
for alt+click.
Now, when several highlighted points on the path occur at the same place
(i.e. when there is a pause) only the first frame number when this is the case
is drawn. This results in less overlapping frame numbers (causing an unreadable
blob of digits)
Having splitted a screen almost into 128 subwindows gives crashes when you
try to make a 'full window'. Code was missing NULL pointer checks for when
new window failed to open...
'Smarter' keyframing tools ('needed' option for manual and auto keyframing)
now work better than before, with more cases handled in an predictable
manner. There are still a few cases it still doesn't handle well yet. Those will be
fixed in the next few days.
See comments in code for rules in place now. Also, I've changed the code
to use the IS_EQ macro instead of my clumsy sqrt((a-b)*(a-b)) calculations.
* Added patch 5251 X/Y Offset to Split Viewer node, by Juho
(with some modifications from the patch version).
Also various small tweaks to compositor drawing & buttons.
* Shuffled a few bone-path buttons in the Armature Visualisation panel.
* Added a new option for bone-paths drawing: Calculate/show the path
travelled by the 'head' (fat end) of bone. By default, this option is off.
* Also, I forgot to mention in last commit that I had added an option which
specified the time-difference between each highlighted point on the curve.
Also added ease in/out for roll correction and a small lag for directional changes to motion shouldnt be jurky.
If people are serious about using this to record camera path IPOs then we should have a panel for motion settings (roll correction speed x and z and motion lag for eg.)
Vertex snapping now works with backbuffered selection modes. Previously
backbuffer sampling had no way to check whether or not the indices that
it retrieved were selected or not. To resolve this I added two optional
arguments to sample_backbuf_rect in drawview.c. The first argument tells
the function that some additional testing of the retrieved index values
needs to be done and the second argument is a pointer to a function to
do the testing. findnearestvert() in editmesh_mods.c now makes use of this
and passes sample_backbuf_rect() the appropriate argument when being used
for vertex snapping.
The Plumiferos Team have requested some improvements to the
ghost and path drawing tools for armatures. These changes make
these more useful, with more customisable settings. A new panel in
the editing panels for armatures has been added to house these
settings.
-> Ghosts
In addition to the existing method of showing ghosts either side of the
current frame, it is now possible to show ghosts from a given frame range.
This is useful for visualising how the poses in another part of the animation
changed, while editing another part. The colour of ghosts goes from light
(earlier on) to darker (later on).
-> Paths
Several new options for path drawing have been added.
* It is now possibly specify a frame range in which to calculate paths too.
This offers speedups for longer timelines as a shorter span of time can be
sampled.
* Keyframes from the active action/action strip can be shown in a different
colour (in the default theme, this is yellow) on the path.
* Frame numbers for the highlighted positions on the path can be drawn.
Two notes of caution:
* For ghost range: keep the frame ranges relatively small (20-50 frames),
otherwise you will experience a slowdown.
* For path frame numbers: if you have a graphics card which is picky about
text in the 3d-view (like x,y,z labels on empty), this may cause issues.