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. :)
on smooth/flat flag on faces. This does give better results for low poly
game models, but there's just too much functionality that depends on this
(modifiers, displacey, editmode tools, extrude, ...), that there's not
enough time to fix these before the release.
- make outliner search unrestricted
- clip-end not on 5000 (zbuffer errors), but on 1000
- disabled continious grab
- "duplicate action" default on
- addon svg import default on
It's not the most efficient solution, but this can be optimized later. It's
best to copy out all the pixels at once into a list, rather than accessing
them one by one.
It's obviously much better than the two previous behaviors, since you don't
get confusing linked materials, and you don't have useless added materials.
Operator "New Image" cannot be redone simply, undo system keeps images
around, and each redo will create new block. Removed it from being
registered for redos.
Also: fix up for default operator names to be complete, and not just
"new" or "load". If we want contextual shortening of operator names
(like in Image menu), that should be handled seprately, automatically,
or anything we can sanely come up with that will suit any possible
language as well.
*Brush option "size" had different naming in 3D View / Image Editor.
Ported back name "Radius" to RNA (Brush and ParticleBrush)
Discovered by Bart Crouch. Thanks!
A lot of UV tools only work in Image editor, but the operator polls
allowed them to be used in 3d window too, causing crashes in cases.
Also added a poll() check in F6 redo menu.
I'm finally yielding to months of feature requesting, and adding
support for filtering F-Curves by name, where the "name" here is the
text which is displayed for each F-Curve in the Animation Editor
channel lists.
To use, just enable the magnifying-glass toggle on the DopeSheet
filtering settings, and enter a snippet of text to find within the
names of channels you wish to filter. This is case insensitive, and
currently doesn't support any wildcard/regrex fanciness.
Some examples:
loc <--- location curves only
x loc <--- x location curves only
x eul <--- x rotation curves only
rot <--- rotation curves only
etc.