
-------------------------------------
Relevant features:
-bugfixes
-New stuff in bpython.
-work on gameengine
-Port stereo stuff from tuhopuu2: anaglyph, vinterlace
-work on yafray exporter:
--Material 'TexFace' mode now works
--The new noise functions for procedural textures are now supported in yafray,
--The 'power' button has been renamed to 'EmitPwr'
-eyecandy: Enabling transparent pulldown/popup menus in Blender.
Commit:
-ton
Log:
Two reported issues with undo #1667 and #1168
- press TAB without object active cleared undo stack
- typo (another!) in variable name, causing undo stack from wrong object
to be used (when have edited more objects)
Plus i found:
- rule for preserving editmode undo stacks, while using global undo, made
stricter now. Before it only checked name, now it checks for existance
of pointers extra.
-aphex
Log:
Bug fix for #1493 -
- Changed shortcut of "Align Active Camera to View" to
Ctrl+Alt+Numpad0 to make it Windows-friendly.
- Old shortcut of Shift-Numpad0 still works (until we find some other
use for it!)
Could use testing on KDE/Gnome, etc - incase we make X do somersaults or something equally daft!

-ianwill
Log:
BPython:
- Blender.Window: added function GetPerspMatrix() (Tom Musgrave's patch, thanks);
- added Chris Want's patch to tell argc, argv to the Python interpreter (thanks, Hos);
- Blender.Image: added image.glFree() to free textures bound by the recently added
image.glLoad() (both suggested by Campbell Barton -- thanks, with these Blender can
be used to load textures for scripts);
- Blender.Sound: removed for now at least a few get/set methods of vars that can't be
accessed via interface;
- renamed Get/makeActive to Get/setCurrent in Blender.World (actually added alias for
now), same in Blender.Sound: renamed makeActive to setCurrent. Stephen Swaney
pointed this some weeks ago, we should stick to one naming convention.
- added documentation for Sound and Window.Theme modules and the other added
functions, made other small updates.
- Blender.Object: made 'worldspace' become the default output of .getMatrix and .mat/.matrix:
after reading a discussion on blender.org's Python forum where eeshlo mentioned the
pre 2.34 default was worldspace, I took a better look at Blender's relevant code,
confirmed, talked to Theeth about this and as he suggested am changing the default
back to 'worldspace'.
-ton
Log:
Fix for better flushing up/down of hide flags in the selection modes. Still
tricky to find the perfect rule. This version should satisfy I think

Aim is to have ALT+H and H doing always the same, regardless selection mode.
Log:
Better pointer check in outliner.c for actions, for bassam

Log:
Two fixes!
- undo system didn't work in editmode AT ALL!!! (stupid me)
- Lattice deform on non-subsurfed objects did not update
-kester
Log:
Fix makeScreenshot for blenderplayer
Log:
Port stereo stuff from tuhopuu2: anaglyph, vinterlace
Log:
Do a complete physics timestep each step instead of some per frame
Log:
Tweek the stereo settings: allow negative eye separation.
-eeshlo
Log:
Bugfixes:
Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).
Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.
The new noise functions for procedural textures are now supported in yafray,
but is not quite completed yet, still undergoing changes.
(needs yafray from cvs).
The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.
Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.
-ton
Log:
Enabling transparent pulldown/popup menus in Blender. Speed of drawing is
not affected when using standard (alpha=255) settings.
Only the backdrop for menus and unselected items can be transparent, the
highighted (active) item remains solid colored.
Just fun eyecandy tho

****************************
update:
-ton
Log:
Added glBlendFunc() in draw menu, but that's zealotic... anyhoo, who knows
it solves issues with transp menus
Log:
Bug #1670
Just one simple report, 4-5 hours work...
reported was that selecting in action+nla window is slightly off. Quite
annoying. It appeared to be a wrong usage of View2D facilities, causing
part rewrite of a lot of stuff here. Mainly did it as excercise, to get
better understanding of all of this. Would need some testing though!
PLus; fixed crash while using "single user" menu with Ipos in Object.
Log:
Put back frontbuffer drawing for link-lines, used in the logic editor.
No quick & nice method can be found to prevent using frontbuffer for now.
Log:
Fix for #1679
When rendering from localview, the lamp layers were not evaluated properly
for "Layer" option in Lamps. This because localview uses layers 24-31.

Fix is simple; just not use localview layers for lamp while render.
Log:
bug #1681
Using a too short string for a file path (plugin) caused crash
Log:
Bug #1686
Subsurf, optimal; the outline-selected-draw now uses a normal wireframe
(not optimal) giving a nicer outline.
Log:
Fix for #1691
Using octree resolution 512 easily could overflow fixed sized array that
holds all node branches. Had to jack that up...
Log:
Bug #1690
Crash on large mesh while vertex painting. Was combo of using shorts
(signed) and just a too low limit (64k).
Now it uses integer for main lookup table and max is 512k. Still an
artificial limit, but this wont crash when you exceed faces, just give
nice warning

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a new build is available