* 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.
When adding keyframes to a very-short action scaled to long-lengths in the
NLA editor, exisiting keyframes would disappear. The culprit was a very large
threshold value used to cull duplicate keyframes. This bug was even present
in 2.42(a).
Although this fixes the bug, further work is needed on preventing future cases
of badly scaled actions. Actions with length of 0.9 frames representing motion
of 200 frame ranges is not on.
Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)
Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
There's a new selection-box on the header of the action editor, which
sets the mode of auto-snapping for transforms. By default auto-snapping
is off.
There are 3 modes of auto-snap:
* Off - transforms per normal
* Frame Step - grid-step transform (may have errors with scaled actions)
* Nearest Frame - true snap-to-frame (takes into account nla-scaling)
These translate to the following hotkeys when transforming:
* Off - no keys press/held (as it's always been)
* Frame Step - Ctrl (as it's always been)
* Nearest Frame - Shift (replaces old shift-key behaviour which was not useful)
(Empty space will get OSA options, that I add tomorrow or so)
- Removed a lot of old unused variables in renderdata. Also meant I had
to remove this from python API... please check if this gives valid
scripts?
- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
Window.c was calling undo_push_mesh, even for non mesh objects, exiting editmode would crash for any non mesh object (found with the armature symmetry script), bad juju.
Most other operations use WP keys instead of UV/Face, so R now rotates the posebone instead.
When combining the modes this your more offten wanting to move the pose then the UVcoords.
Crashes using flip triangle edges or beauty fill.
The cause was edges being marked for deletion and deleted that are
still in use by faces. This could happen if the edge was part of a
quad or unselected triangle, or if the edge was marked for deletion,
but then needed again because of another flip.
CTRL+C/V (or Apple+C/V) on buttons didn't copy/paste names for buttons
of type "ID pointer" anymore. Was caused by NULL pointer check in wrong
location.