* Adds two new python handlers: scene_update_pre() and scene_update_post()
These run before and after Blender does a scene update on making modifications
to the scene.
* Datablocks now have an is_updated property. This will be set to true in the
above callbacks if the datablock was tagged to be updated. This works for the
most common datablocks used for rendering: object, material, world, lamsp,
texture, mesh, curve.
* Datablock collections also have an is_updated property. If this is set, it
means one datablock of this type was added, removed or modified. It's also
useful as a quick check to avoid looping over all datablocks.
* RenderEngine.view_update() can also check these properties, for interactive
viewport rendering.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* This adds a Rendered draw type in the 3D view, only available when
the render engine implements the view_draw callback.
* 3D view now stores a pointer to a RenderEngine.
* view_draw() callback will do OpenGL drawing instead of the viewport.
* view_update() callback is called after depsgraph updates.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* RenderEngine is now a persistent python object that exists and retains
properties as long as a frame is being rendered. This is mostly useful now
that more than one callback will be added.
* Added update() callback that should ideally be used to export the scene,
leaving only the rendering to the render() callback. This is not required to
be used at this point, but separating this will make things more thread safe
later on.
* Added tag_redraw() and tag_update() functions that will be used for viewport
rendering.
* Internal change: status text is now retained after update_status calls.
* Some cleanup, removed references to already deleted *_header.c files.
* Marked SpaceScript as deprecated and removed header. Will keep space for now though, as some script operators are there and Campbell might want to re-use the space later.
* removed struct for SpaceType and all usages
* SPACE_IMASEL in enum nees to be kept to identify it in old files
* it is replaces with SPACE_EMPTY on load, which is overridden by SPACE_INFO which has same struct members
* also removed theme settings
It is corrected fix for #29089 (svn rev 41409). That fix wasn't correct because
it used to set face number from derived mesh on which solidify is applying which
isn't correct for case of constructive modifiers applied on base mesh before
solidify modifier.
Actually nothing special should be performed here to set needed original index
because of ORIGINDEX layer is getting copyed automatically when when copying faces.
Changing tilt for 2D curves doesn't really hurt, just makes things not so
clear tosee what's going on because you're changing value which isn't used
at all for 2D curves. Disallwo to run TRANSFORM_OT_tilt operator for 2D curves.
Also made a correct fix for incorrect shortcut for tilt in 3D viewport toolbar,
it was really confusing to have almost the same operators (TRANSFORM_OT_tilt and
TRANSFORM_OT_transform with mode=tilt) in keymap. Better to use tilt operator
in toolbar.
so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images.
enabled antialiasing, overriding application settings.
The fix for this got lost when the FSAA option was added and later disabled
again. Added it back now, and also disable AA for UI widgets since it makes
them look too blurry, they already do their own AA.
Some UI and code cleanup for the "Symmetry" panel in sculpt mode.
* Made X, Y, Z Buttons toggle buttons, as the other X,Y,Z in the "Options" panel above in sculpt mode, for consistency.