Material Node Shader crash: new "layered UV" option required a better
version patch... now patches all 2.42.x files, and not only the 2.42.2 and
older :). Yes, subversioning doesn't always make things easier.
A few tweaks to this little tool I added yesterday. These tweaks are so
that bugs like #5625 and #5636 are less likely to occur due to extreme
scaling.
Now, for action strips added using this:
* Auto-calculation of action range is disabled for that strip
* Strip Start and Action Start are set to the current frame value, when the
strip was added
* Strip End and Action End are set to either the end frame value or 100
frames after the current frame value, whichever is higher.
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Added CurNurb.recalc() method. I thought I had commited this before as part
of a bugfix but obviously not. It allows control point handles be recalculated
after changing a curve's bezTriples.
- the "number/string button widget", or sbutton(), button() and fbutton()
calls, were using button event '1' or '2' to denote events, whilst this
could also be an other defined event.
Bug showed as unwanted display changes in ipo window after using marker
renaming for example.
- slider buttons for Action Window were expecting ints, while using short.
- cleanup in blender/src for warnings
tex2uvbaker is now redundant with buitin functionality so thank you for maintaining this script in the past. nendo is a marginal format and the scripts are not maintained so removing
If you set the value of undosteps in userprefs to zero, and tried to save
defaults, the value would get reset to 32. Caused by out-of-place version
patch.
since it was being overridden by blenderqread() in toets.c The existence of
this stuff here alongside the hotkeys in space.c is just plain evil, bring on
the events refactor! :)
Fixed bug with 'grid-stepping' with scaled actions. Now, when holding the
Ctrl key or with auto-snapping in this mode, keys move in 1.0 frame intervals
all the time (not just when action was unscaled).
Minor workflow tweak - Add New Empty Action as New Action Strip.
Hotkey: Shift N.
Menu Entry: 'Strip' menu
Creates a new action, and adds it as an action strip at the bottom of
the list nla-strips for an object. Useful for creating additional strips to
correct poses of prior strips.
* use mesh.transform instead of a python matrix multiplication function.
* use the image filename rather then ID name for the URL
* use the scenes world rather then the first world for getting world data.
* mesh.verts.index(face.vert[i]) is extreamly slow!, use face.vert[i].index instead. also got rid of a face loop in a face loop that didnt do anything.
Still need to move this script to Mesh from NMesh
glDrawArrays() for a closed line loop (polygon) crashes in some platforms,
but why we couldn't find any reason for.
Replaced code with regular glBegin() and glEnd().
update by the script author - may have killed some changes cambo did to the previous version but the layout of the script is too significantly different to merge them.
UV ImageWindow, composite preview screwed up view matrix, so UV editing
doesnt work with it. Simply fixed it with not allowing this preview panel
unless image type is OK. With new image API a trivial check.