* Make PyNodes work with threaded renderer. This patch is by Willian. He has worked hard on getting this sorted out - now you should be able to render with PyNodes AND multiple threads.
This commit changes the way new nodes are created. Previously nodes were created
at the last location of the mouse cursor before creating a new node. After this
commit the nodes are created at the initial location in which the cursor was
before the menu used to add the node was opened.
This makes it possible for the user to predict where the new node appears without
having to move it to desired location like before. There is no option for this as
this behaviour is clearly superior to previous.
Codewise it uses static variables. This is something to fix during 2.50 rewrite.
Thanks to paprmh for contribution!
There was an extraneous line causing ID property groups
to have the wrong length, causing crashes in code that
relied on it.
This commit both fixes that and adds a version check to
fix group lengths for older .blends. The subversion
was incremented to 15 for this change.
Reversion of premul bugfix, as it was apparently not
working all that well.
Note that this brings back the bug where the erase alpha
paint tool won't display correctly, since the UV image
editor just draws images in key alpha now.
* Added Normalize option for diplacement so everything in the 'Dist' range is mapped 0-1
* Increased the maximum Dist and Bias to1000.0 (was 10.0)
* Added python utility function in BPyRender.py - bakeToPlane(...), to automate heightmap, normalmap generation for Crystalspace.
coordinates from the object as if they were in their original position,
untransformed by dupligroups or dupliverts. Otherwise the textures of
such objects would change depending on their position.
Fixed bug #8243, sculpt mode crash
Increased amount of memory allocated for doing smooth stroke. Should ensure there's enough room to store result of subdividing the stroke.
PoseLib preview didn't correctly check if a bone was visible or not. Also, the check for when there were no selected bones (thus whole armature is affected) didn't work right.
A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file.
Fix for own error with python sys.path, messed up game engine.
Setting the user preference for python scripts didnt add the bpymodules subdirectory to sys.path (python module search path).
Also problems with entering and exiting- the old path was used until next restart.
* Added a new set of related tools for channel editing (Toggle/Enable/Disable Setting). These are activated using the Shift-W, Ctrl-Shift-W, and Alt-W hotkeys. They allow for setting of the given setting on all selected channels (where it will apply).
* Moved + grouped all the channel-related operations in a new "Channels" menu, located between the "Select" and "Markers" menus. This makes more sense than squeezing the functionality at the end of the "Key" menu!