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relevant features:
-bugfixes.
-Added Outliner selection
-Outliner features: Rename!
Commit:
-ton
Log:
Small cleanups in circle select code.
Brought back two hacks from previous code:
- do an 'activate window' for each event that happens. this might be not
needed, see below
- also set glReadbuffer at GL_FRONT for inverse draw
And added an escape out of circle select on INPUTCHANGE, when you activate
another window. So the old hack to activate current window might be
redundant.
Purpose for now; get reports solved about wrong circle selection drawing
Log:
- Added Outliner selection
As a means to indicate items in the Outliner to do operations on, you can
select with RMB items. Works like FileSelect here. Since selection in
Outliner is only on outliner level, no further UI updates happen. That is
reserved for LMB actions.
Implemented right now are only few operations... they can be called up with
the WKEY (the famous spare key

- if objects selected, a menu appears with choices
- if materials or textures selected, a meny appears to unlink them
If you make mixed or confusing selections you get a warning message.
TODO: add selection color in theme, and of course more operations.
Log:
Fix for reported Mesh+Subsurf+Optimal+particles, make linked duplicate, and
editmode crashed.
Cause: the stricter rules for when displaylists should be made failed on
the check for Effects (like particles).
Log:
Fixes in editmesh:
- ALT+B loop edge select loop
- SHIFT+R loop face select loop
(both work with ALT+select too)
- CTRL+R loop cut
- Kkey menu, loop select/cut and knife
- and ALT+select on edge always selects a loop now
Log:
Forgot about PC's using backbuffer draw for selecting (no AUX as on OSX),
so loopselect mode needs refresh of backbuffer during loops
Log:
Outliner features:
- Rename!
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare

code as buttons in Armature-Editmode now, without even needing EditMode

When renaming a bone, the Outliner makes the Object active though.
- PageUp / PageDown keys
Do what you expect.
-stiv
Log:
fix memory leak in Object.GetSelected().
bugfix: #1631 Memory Leak in newMatrixObject
PyMem_Malloc()s not followed with PyMem_Free().
allocation error checking contributed by Tom Musgrove.
-ton
Log:
- selection option for vertexgroups didnt use proper new flags
- outliner bugs:
- shift+click on icons opened new window types
- click on world of other scene, makes that scene active
- deleting objects from multiple scenes crashed
-theeth
Log:
Moved headerprint to editscreen (for logical placement and reusability).
Made extrude along normals more sane. Now behave like a move along an arbitrary axis (including Ctrl/Shift applications and typemode). Also prints "Along faces normal" in the header, to tell the user what's happening.
-stiv
Log:
bugfix: #1624 Can not switch layers of some objects through python.
All Bases were not getting updated with new layer.
-ton
Log:
Bug fix 1432;
When you PAD-enter on a popup-number button (like for add circle) it
accidentally de/increased the value before assigning an "OK". Fixed.
Also: restored functionality that allows to use Enter keys as a mouse
button click. This de/increases values now, opens menus, etc. Not in
pupup or pulldown menus though!
Log:
Join triangles to quads (alt+j) tool didnt set face selection flags.
Log:
Extrude crashed on extruding verts/edges only, due to lack of pointer
check in theeths commit of 20h ago.

Theeth; the signal I added (for normal) was hackish, as noted in comments!
Hopefully in new transform that all will be nice.
-blendix
Log:
Face selection in uv face select mode, with hidden faces, was broken:
there was no check for hidden tfaces in backbuffer draw.
Log:
Draw Seams in subsurf optimal mode. They were already subdivided correctly,
just needed to be drawn.
Log:
Do better checking for hidden faces in uv editor, sometimes unwanted uv's got
pinned.
-ton
Log:
Added safety test for occurance of zero scaled areas in Blender. This
totally screws up opengl calls...
If it detects a zero area now, it removes it and prints warning in terminal
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