export_fbx - export lamps, (point/spot/sun), Mesh edges, Dupli'Objects and static particles as edges. bug fix in material export and better reuse of some standard text chunks.
fly mode, added acceleration on mouse-wheel and +/- so flicking the mousewheel has more effect and dosnt feel so slugish.
BPySys.py - cleanName, dumb mistake.
2 Bugfixes:
* EKEY in Timeline changed start frame of Preview Range too. Reported by slikdigit
on IRC
* SKEY in Timeline also didn't work correct as it was changing the end frame.
New Feature:
* Now OGL preview-render obeys Preview-Range settings.
Fixed an error that could cause a possible memory corruption,
library filenames were being used to make a menu, but memory was only being allocated FILE_MAX per lib rather then FILE_MAXDIR+FILE_MAX, since lib->name is the full path. was also doing lib->name+2 which isnt needed for a path.
BPyObject.py - function for getting an objects armature, look at both parent and modifier.
editmesh_add.c and BPyAddMesh.py - check for multires
filesel.c, Append/Link had a bug where files linked in, didnt have the LIB_APPEND_TAG unset, and appending these into a new blend file would link instead.
BKE_library.h, library.c - utility functions for flagging listbases flag_all_listbases_ids and and flag_listbase_ids
- Modified pack so it can repack too, rather the n raising an error.
editobject - Dont need to recalc data when hiding and unhiding. rather do what layers do and re-sort the scene.
Small feature, added keybindings for setting the visibility restriction flags
that were previously only accesible via the outliner
HKEY Hides all selected
SHIFT-HKEY Hides all unselected
ALT-HKEY Shows all hidden
added checks for an error value returned from view3d_opengl_select so as not to act on bad data.
also the error message didnt display because of where it was, delayed the error so it displays right.
removing limits for now, no other areas of blenders API have limits like this (even if those limits make sense in most cases)
we may add warnings later.
also use faster dict syntax too.
Nice discovery by Ralf (cheleb): crasher with colorband, caused by NULL
pointer reading. It actually reveiled a weakness in code too, the
buttonswindow context was not set appropriate when buttons window had not
a header...
For a long time, Blender has shipped with a .B.blend with a default .B.blend
that has "/tmp" as a default temp directory. This, of course, doesn't usually
exist on Windows, so anyone who used Blender on Windows and didn't know
to manually update it, lost all auto save files.
Now on Windows, Blender checks to see if the directory in U.tmpdir exists,
and if it doesn't, it will create a new 'autosave' dir underneath the .blender
home directory and save auto save files in there.
Fix for bug #6556, Sculpt draw/inflate brush strength is dependent on object scale value
Added a scaling factor to brushes that adjusts for objects which have been scaled. Usually this means that the vertex locations are also scaled up or down.
This is just a little time-saver for NLA-workflow. With the 'Auto-Blending' option
turned on in the Transform Properties (NKEY) for an ActionStrip, that strip's blendin/blendout values are determined based on the number of frames that the previous and/or next actionstrip(s) on overlap over the start and end of it.
It is turned on by default for new actionstrips added using the Shift-N hotkey.
Caveats:
* Only the actionstrips immediately on either side of the strip being evaluated, will
have any effect
* A strip that is longer-than, and extends over the sides of the strip being evaluated,
will have no effect
Additional Notes:
* Blendin/Blendout have been renamed In/Out in UI for brevity
* Button layout in NLA Transform Properties has changed slightly again, but hopefully that shouldn't be too much of an issue.
Fixed a bug with PET with connectivity, Mesh Face Select mode and Individual Centers.
Those three together could give negative factors, which is a big no no (this is due to some approximation in the connectivity code). Clamping the factor makes everything fine.
Bug reported by someone on BA
Possible fix for bug #6208, Blender crashes in sculpt tool
* make_orco_mesh_internal was using the render level rather than the pin level to create orcos
Note that since this bug never caused a crash on my system, I can't confirm that this fixes 6208.
Show an error if the user types in a library path that dosnt exist. (loading with a missing library path and saving can loose all your objects so a warning is best)
- Dont do anything if no verts or faces are selected (used to zoom into 0,0,0)
- use the centers of dupli objects (should eventually use their bound boxes), much nicer when dealing with many dupli-objects
Issue in Blender 10 years ago already:
CTRL+L "Link Materials" reduced total amount of materials in cases, which
it should not.
It now just copies Material links from the active to selected Objects.
Note for developers: see how this now is 3 lines of code, instead of
like 30. I have no idea what I was thinking back then... the current
solution could have been coded back then too.
not work anymore (mouse, bkey).
Fix provided by Diego from Plumifiros.
Important note: get_nearest_icu_key() requires to get an array as arg.
Doing it like:
float min, max; get_nearest_icu_key( , , , &min);
is not reliable or correct.
Continuing on from my previous 'Expandable/Collapsable Action Channel' commit, this commit introduces the ability to show/hide the keyframes in each ipo-curve represented by an Action Channel.
When you expand an Action-Channel by clicking on the triangle beside its name, you will now be presented with options to show/hide the ipo-curves represented by
the Action-Channel, and/or the Constraint Channels belonging to that Action-Channel. Actual ipo-curves will not be drawn in the Action-Editor, but the keyframes
will be shown.
Screenshot:
* http://wiki.blender.org/index.php/Image:244_ActionEditor_SubTracks_01.png
Possibly Coming Soon/Further Work:
* 'Protection' options for ipo-curves (currently disabled in code, as all IPO-related
tools will need to be made aware of this)
* Sliders for IPO-Curve Channels of the active Action-Channel
Added checks to the following areas
* half the material buttons
* multires, shapekeys, vert groups
* renaming a linked Object in the links could loose the object on next reload.
Made center functions check for library data as well as changing
the way it works.
Rather then centering all objects in the selection and stopping if it finds libdata, or a multiuser mesh.
It centers all that it can, and reports any objects that didnt center and why.
CXXFLAGS defaults to CCFLAGS which was causing duplicated or
extra compile flags being set for g++. Fix is to use
env.Replace() rather than .Append() the first time we
set CXXFLAGS in the build environment.