This was the old Ctrl + FKEY in object mode, now it's in
edit mode and is part of the Ctrl + FKEY menu (Faces).
I also assing this to the Ctrl + Alt + FKEY, but Matt please
check this and feel free to change (or tell me and I will change).
Still there is no "reverse" function, but I commit now to finish
in my home.
Make sure for win64 version of Blender that we set default install dir to $PROGRAMFILES64
and keep win32 version to $PROGRAMFILES32.
Reported on Graphicall.org by Robroy
small fixes adnm tentative new keywords
those discussed by campbell and brecht are still there, but commented
with these keywords I'm happy how booleans went, committing to discuss with cambpell
Fix#22051: crash when scaling parent metaball. Keep the constant resolution
for any motherball's scale.
This avoids running out of memory when scaling the metaball down, but there's
a reason it depends on this scaling, for example for instancing it's more
useful to have this. It also doesn't really solve the problem but only moves it,
it's still possible to run out of memory with different setups/scales.
- In my changes lift was acting like a second gamma.
- In blender 2.4x it was being added which gave ugly clipping.
- in Magic Bullet Looks it scales the color about 1.0: (col - 1 * (2-lift)) + 1
Did more testing and made sure the order of applying lift/gamma/gain works the same as MagicBulletLooks (tested on Collin's mac laptop).
* Proper deletion of install dir - everything under it will be gone
* Ask if config/userdata can be removed and act accordingly. If selected, everything under user/config dir (BLENDERHOME) will be gone.
* The installer now will automatically update vc runtime
To be able to properly create an installer, you need:
- NSIS, and the MoreInfo plugin for NSIS. Make sure NSIS is in your path
- Set in your user-config.py BF_VCREDIST full path to the redist you have.
Note: this works only with SCons.
it stores it and sets it later when the double click event is handled.
Decided to not reuse prevx but made prevclickx, because there may be
multiple mousemoves between the two clicks, and prevx is already used
for some other tricky things.
- color_balance_float_float wasnt using the new calculation method
- moved calculation into an inline function color_balance_fl() & made the lift adjustments less confusing.
- use a flag rather then a2 for locking color.
- remove float from button added for color wheel size, use a2 instead.
- holding shift on the color wheel gives higher precission.
Updated to comply with datafiles filepath patch.
I've tried to do some changes for OSX too, but I'm not sure if they're correct,
so OSX people, please test and report.
Added new filtering option for animation editors (indicated as the 'ghost' toggle beside the 'select'(-ed only) toggle), which will include objects/bones that aren't visible (i.e. are hidden or on a hidden layer).
This should make it possible to edit such types of animation, and also prevent flickering as these channels come in/out of view.
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
I've tweaked the contrast of the corner widgets to be a little bit more contrasty and seem a bit more tactile by making the lines fade out from brighter bands to dimmer bands.
Hopefully this will make them more easily discernable without being too loud.
Now object layers and scene-base layers are now always synced. In 2.4x, they were only synced if there was animation for layers, but it's probably not worth checking for this these days...
Finally we can close this bug report :)