Ctrl+Click on mesh or curve view was using the selected points location or the cursors.
if either of these was behind the view it would add the point at (0, 0, 0).
now fallback to the view orbit pivot, added this option as an argument to view3d_get_view_aligned_coordinate().
B-Bone resizing was acting more like translation than resizing when using numeric input. Added the flag to set all xyz values to same value when using numeric input
- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
A change in the poll callback that Available KeyingSet used to use
restricted its use to Object-mode only, while this could also be
useful in Pose Mode (though it would only affect all channels there).
Made this use a custom poll callback now that tests for whether the
active object has an action. This does mean that if you select a bunch
of objects with animation data, but the active object doesn't have it,
then the keyingset will fail to fire, but that's been marked as a todo
in the code.
* Explode modifier was flagged as "nonconstructive", so the "apply as shape" option was shown. And yes I know exploding things probably isn't usually considered as very constructive, but.. :P
Outliner objects showed "active" or "selected" in confusing
ways. Now the display is simply binary, and more in line with
how other items in outliner draw:
- text is white = item is active
- color circle behind icon: shows selection state
reported by Michael R
Don't print the error message, as it isn't very useful. If there is no Quicktime in Blender GUI in a build that has support enabled, it means that the user hasn't installed Quicktime.
Top bar: Add -> Mesh -> UV Sphere + Enter crashed.
It didn't crash with leftmouse, but that was coincidentally working.
Menus were freeing modal handlers in Window, while handlers were still
in use. Fix provides to tag handlers for being freed now.
Will add on my attention list for more elaborate checking work here, for
upcoming 2.57a I rather stick to minimal change in code here.
This bug was caused by tabs->spaces conversion. Change pate-ing logic to
paste buffer AS-IS (without any conversions).
This commit also fixes undo-ing block deletion which contains tabs when
"Tabs as spaces" is toggled on. Also, markes shouldn't be moved after
pasteing new buffer.
Never memset(&ob, 0,sizeof(class)) when there is a constructor, it overrides all memory.
The problem was that the memset(0) was setting the scaling to (0,0,0), the height of the cone became 'infinity'
so GJK would iterate 'MAX_ITER' without converging due to this #NAN value
* Collision modifiers are disabled here by intention, but particles and softbody were copied the wrong way over :)
* On a further note I don't really get this whole "link modifiers" thing as it just copies the modifiers. As modifiers aren't ID blocks there's no sense in calling this linking!
* Secondly I don't think particles, smoke etc should be considered as modifiers here at all, meaning they shouldn't be linked/copied. These "modifiers" only read the mesh data at a certain location of the stack, but don't actually modify the mesh in any way (more info here http://wiki.blender.org/index.php/User:Jhk#Modifier_Stack_proposal).
EditMode mesh: tool "Mesh Rip Move" shouldnt be in the toolbar.
The tool was coded to use the mouse position next to the selection.
The rip then happens correctly after pressing V and move mouse away
from selection.