was no longer wrapped by python as a vector. now fixed size float arrays
with PROP_NONE subtype are wrapped as vectors since its convenient to
have x/y access.
On anim-render, a click in timeline stopped render completely.
The reason for this was a bit wacko code to cope with frame-step
feature (steps of multiple frames).
I thought of fixing that, but instead decided to block any operator
in Blender to change a frame while a render is in progress.
Both render engine and UI are accessing (writing to) the same
data then, which is a bad conflict.
Still a serious weakness of threaded render, but I'll keep
trying to allow this as far as possible :)
Rotation and Location don't have Keying Sets
Added Keying Sets for Delta Loc/Rot/Scale settings (aka dLoc/dRot).
These settings could already be found in the Object properties, under
the collapsed "Delta Transforms" panel.
I've added these to the end of the Keying Sets list, since adding any
earlier will end up breaking active Keying Set setting in older files.
Besides, these settings aren't that frequently used either...
Two part bug:
Part 1) NLA Editor menu was calling wrong operator
Part 2) r35829 broke NLA scaling, since it only checked that the
transform mode used was allowed in the Action Editor (probably
confused by Part 1)
Disable this for pointer buttons since this was intended for vgroups & uvlayers.
Pointer buttons often reference ID's which can be in the 1000+, lookups like this on each button draw is not useful since invalid pointers here will likely crash on scene evaluation.
Small fix for recent folders in filebrowser, didn't save correctly when too many folders in the list (more than the currently allowed 10), now skips the oldest entries.
Reported on IRC.
Force link to zlib for all platforms/tragets to be sure there'll
be no gzopen64 symbol undefined (it was in some dependend library, so
blenderplayer wasn't working in fedora 13 32bit)
Problems was in 0-based numbering vs. 1-based. Fonts are getting converted to
displists when they're displaying and here base conversion happens, so no need
in conversion when assigning material to selected text.
This makes indices more inconsistant, but saves compatibility in both of
directions. Maybe in further releases we'll make indices consistent.
Join redraw rectangles from previous step and current during one stroke
and reset previous rectangle when stroke is finished. This shouldn't cause problems
with viewport changes during the sculpt session and this should emulate
object boundbox merging for states "before step" and "after step".
At leastm it's more logical because boundbox could not only grow up during
stroke, but it could also shrink down.
Texture preview render now doesn't increment/decrement material->texture
user counts anymore. Blenders library.c code could use some overhaul
once to support data relinkage and copying around better. :)