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	<title>テンプレート:Release Notes/2.42/Misc - 版の履歴</title>
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	<updated>2026-06-17T21:36:12Z</updated>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:47:40Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:47時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
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		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Misc&amp;diff=47243&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: Dev:Ref/Release Notes/.DPL share/2.42/Misc moved to Template:Release Notes/2.42/Misc: move to Template:</title>
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		<updated>2009-02-17T23:18:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Dev:Ref/Release_Notes/.DPL_share/2.42/Misc&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Ref/Release Notes/.DPL share/2.42/Misc&quot;&gt;Dev:Ref/Release Notes/.DPL share/2.42/Misc&lt;/a&gt; moved to &lt;a href=&quot;/%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.42/Misc&quot; title=&quot;テンプレート:Release Notes/2.42/Misc&quot;&gt;Template:Release Notes/2.42/Misc&lt;/a&gt;: move to Template:&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Make Local==&lt;br /&gt;
&amp;quot;Make Local&amp;quot; menu (Lkey) now has as first option to make only Objects local, keeping all Data stuff (Mesh, Materials) from Library.&lt;br /&gt;
&lt;br /&gt;
The animation stuff on Object becomes local though;&lt;br /&gt;
- Ipo&lt;br /&gt;
- Action&lt;br /&gt;
- NLA&lt;br /&gt;
&lt;br /&gt;
==Union==&lt;br /&gt;
This commit enhances the support for temporary storage for the structs EditVert, EditEdge, and EditFace. The field &amp;quot;EditVert *vn&amp;quot; has been removed and replaced by a union called&lt;br /&gt;
&amp;quot;tmp&amp;quot; that can hold:&lt;br /&gt;
&lt;br /&gt;
 v,an EditVert pointer;&lt;br /&gt;
 e,an EditEdge pointer;&lt;br /&gt;
 f,an EditFace pointer;&lt;br /&gt;
 fp, a float pointer;&lt;br /&gt;
 p,a void pointer;&lt;br /&gt;
 l,a long;&lt;br /&gt;
&lt;br /&gt;
Please see the mailing list post here for more information about&lt;br /&gt;
this:&lt;br /&gt;
&lt;br /&gt;
http://projects.blender.org/pipermail/bf-committers/2005-December/012877.html&lt;br /&gt;
&lt;br /&gt;
==Orange empties==&lt;br /&gt;
Display types and variable size for Empties.&lt;br /&gt;
&lt;br /&gt;
New options are in edit buttons for empties to control the display style and the size. New styles are easy to add, too. Just needs useful ideas and minor effort from anyone who wants to.&lt;br /&gt;
&lt;br /&gt;
Support for copying these values has also been added to the Copy Attributes-&amp;gt;Drawtype menu command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wave drawing==&lt;br /&gt;
* Fixed a few problems with wave drawing-&lt;br /&gt;
* Optimized so only samples inside the screens bounds are drawn.&lt;br /&gt;
* Wave display detail is based on zoom - so you can view realy large wave files as well as indervidual samples.&lt;br /&gt;
* Changed logic so an approximation of the wave is displayed rather then just the symetrical amplitude of the sound. Triangles at start and end were annoying and obscured the start of the sound. made them alpha. 0.7 for sound clips only.&lt;br /&gt;
* a whole CD of music should display well and zoom smoothly now.&lt;br /&gt;
[[Image:Release Notes_Notes242_wave_display.gif]]&lt;br /&gt;
&lt;br /&gt;
==softbody==&lt;br /&gt;
  -- fast softbody collision /* caching colliding &lt;br /&gt;
&lt;br /&gt;
objects &amp;amp; some global bounding boxes */&lt;br /&gt;
  -- to compare .. set rt to 666&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==hack==&lt;br /&gt;
  Log:&lt;br /&gt;
  yet another temporary strange but straightforward &lt;br /&gt;
&lt;br /&gt;
hack for a script at orange to work! that is: while &lt;br /&gt;
&lt;br /&gt;
Joseph is working on the actual Constraint API for &lt;br /&gt;
&lt;br /&gt;
bones etc., this allows our armature script to set &lt;br /&gt;
&lt;br /&gt;
influences with a simple call: &lt;br /&gt;
&lt;br /&gt;
armatureobject.setConstraintInfluenceForBone(bonename, &lt;br /&gt;
&lt;br /&gt;
constraintname, influence); fails silently at failure &lt;br /&gt;
&lt;br /&gt;
('cause the c calls used do and no retvals are &lt;br /&gt;
&lt;br /&gt;
checked) and is in the strange place (as the current &lt;br /&gt;
&lt;br /&gt;
api is largely not object level) but works for us for &lt;br /&gt;
&lt;br /&gt;
now (e.g. next few weeks).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==images==&lt;br /&gt;
  If Images have relative path, and come from a &lt;br /&gt;
&lt;br /&gt;
library, it uses the library&lt;br /&gt;
  path as reference for loading the image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==memcache limiter==&lt;br /&gt;
  Adds generic memcache limitor (used by the new &lt;br /&gt;
&lt;br /&gt;
sequencer to cache&lt;br /&gt;
  only a certain amount of frames).&lt;br /&gt;
&lt;br /&gt;
==particle==&lt;br /&gt;
  Log:&lt;br /&gt;
  Appending a single object with particle system, will &lt;br /&gt;
&lt;br /&gt;
now also expand to&lt;br /&gt;
  append its group and objects.&lt;br /&gt;
&lt;br /&gt;
  * If an empty is a forcefield, scale the 3D &lt;br /&gt;
&lt;br /&gt;
forcefield shape with the empty drawsize&lt;br /&gt;
&lt;br /&gt;
==autosmooth==&lt;br /&gt;
  Log:&lt;br /&gt;
  - Autosmooth now calculates smoothing based on &lt;br /&gt;
&lt;br /&gt;
original object-space&lt;br /&gt;
    vertex locations, not global coordinates. This &lt;br /&gt;
&lt;br /&gt;
ensures consistant&lt;br /&gt;
    autosmoothing for each frame. Also fixes missing &lt;br /&gt;
&lt;br /&gt;
vectorblur for parts.&lt;br /&gt;
  &lt;br /&gt;
    Nice task for a dev: put autosmooth code in end of &lt;br /&gt;
&lt;br /&gt;
modifier stack... then&lt;br /&gt;
    it also shows in 3D window&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==paths==&lt;br /&gt;
  - Appending Images now re-assigns relative paths, to match with the file&lt;br /&gt;
    as currently being used&lt;br /&gt;
&lt;br /&gt;
==large textures==&lt;br /&gt;
Interesting commit for artists using huge textures;&lt;br /&gt;
  &lt;br /&gt;
  The code that generated mipmaps took a real long time to do it... on a&lt;br /&gt;
  5k x 5k image it took here (no optim, debug compile) 32.5 sec.&lt;br /&gt;
  &lt;br /&gt;
  Recoded the very old filtering routine, which already brought it down to&lt;br /&gt;
  2.8 seconds. Then tested if we even need this filtering... in many cases&lt;br /&gt;
  the images are painted or photographs, which is filtered OK already.&lt;br /&gt;
  Without the filter, the mipmap timing went down to 0.39 second. :)&lt;br /&gt;
  &lt;br /&gt;
  http://www.blender.org/bf/filters/index1.html&lt;br /&gt;
  &lt;br /&gt;
  Here's an example of two 'mips' generated with or without gauss filter.&lt;br /&gt;
  Note that aliasing in an image remains there... which can be a wanted&lt;br /&gt;
  effect anyway.&lt;br /&gt;
  &lt;br /&gt;
  So; added the gauss filter as option in making mipmaps. Also had to&lt;br /&gt;
  reshuffle the buttons there in a more logical manner.&lt;br /&gt;
  There's also disabled code in the do_versions to set 'gauss' on in older&lt;br /&gt;
  files. Will be enabled during release time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Translations==&lt;br /&gt;
   * Use newest French translation from Erwan Jacq&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==misc==&lt;br /&gt;
  &lt;br /&gt;
  - Improved stats drawing while rendering, it now draws - while preparing&lt;br /&gt;
    renderdata -  each second the amount of verts/faces.&lt;br /&gt;
    Also while rendering, the amount of finished and total parts are printed.&lt;br /&gt;
  &lt;br /&gt;
  - Added ESC in loop that generated Group render data&lt;br /&gt;
  &lt;br /&gt;
  - On deleting Render Layers, the nodes that use them are now checked and&lt;br /&gt;
    corrected.&lt;br /&gt;
  &lt;br /&gt;
  - Restored drawing all scanlines in renderwindow... this wasn't the bug!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==os x icons==&lt;br /&gt;
  Updated Mac OS X icons courtesy of Erik Mendoza, re. this thread on blender.org:&lt;br /&gt;
  http://www.blender.org/forum/viewtopic.php?t=8121&lt;br /&gt;
&lt;br /&gt;
==memory management==&lt;br /&gt;
  Added new malloc type in our MEM module; using the unix feature 'mmap'.&lt;br /&gt;
  &lt;br /&gt;
  In Orange we've been fighting the past weeks with memory usage a lot...&lt;br /&gt;
  at the moment incredible huge scenes are being rendered, with multiple&lt;br /&gt;
  layers and all compositing, stressing limits of memory a lot.&lt;br /&gt;
  I had hoped that less frequently used blocks would be swapped away&lt;br /&gt;
  nicely, so fragmented memory could survive. Unfortunately (in OSX) the&lt;br /&gt;
  malloc range is limited to 2 GB only (upped half of address space).&lt;br /&gt;
  Other OS's have a limit too, but typically larger afaik.&lt;br /&gt;
  &lt;br /&gt;
  Now here's mmap to the rescue! It has a very nice feature to map to&lt;br /&gt;
  a virtual (non existing) file, allowing to allocate disk-mapped memory&lt;br /&gt;
  on the fly. For as long there's real memory it works nearly as fast as&lt;br /&gt;
  a regular malloc, and when you go to the swap boundary, it knows nicely&lt;br /&gt;
  what to swap first.&lt;br /&gt;
  &lt;br /&gt;
  The upcoming commit will use mmap for all large memory blocks, like&lt;br /&gt;
  the composit stack, render layers, lamp buffers and images. Tested here&lt;br /&gt;
  on my 1 GB system, and compositing huge images with a total of 2.5 gig&lt;br /&gt;
  still works acceptable here. :)&lt;br /&gt;
  &lt;br /&gt;
  http://www.blender.org/bf/memory.jpg&lt;br /&gt;
  This is a silly composit test, using 64 MB images with a load of nodes.&lt;br /&gt;
  Check the header print... the (2323.33M) is the mmap disk-cache in use.&lt;br /&gt;
  &lt;br /&gt;
  BTW: note that is still limited to the virtual address space of 4 GB.&lt;br /&gt;
  &lt;br /&gt;
  The new call is:&lt;br /&gt;
  MEM_mapalloc()&lt;br /&gt;
  &lt;br /&gt;
  Per definition, mmap() returns zero'ed memory, so a calloc isn't required.&lt;br /&gt;
  &lt;br /&gt;
  For Windows there's no mmap() available, but I'm pretty sure there's an&lt;br /&gt;
  equivalent. Windows gurus here are invited to insert that here in code! At&lt;br /&gt;
  the moment it's nicely ifdeffed, so for Windows the mmap defaults to a&lt;br /&gt;
  regular alloc.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Belonging to previous commit; mmapped memory for large datablocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==spotlamps==&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Adding new SpotLamps should get 'buffers' set to 1. Was in the do_version()&lt;br /&gt;
  check, but not in adding lamps... this will fix crashing shadowbuffers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bugfix==&lt;br /&gt;
  Log:&lt;br /&gt;
  patch #3830 Fix for commenting a block of text with highlight enabled&lt;br /&gt;
  &lt;br /&gt;
  Highlighting would not update when you un/commented a block of code.&lt;br /&gt;
  Contributed by Ricki Myers (themyers).&lt;br /&gt;
&lt;br /&gt;
==  Replacing SDL threads with pthread.==&lt;br /&gt;
  &lt;br /&gt;
  For some reason I thought SDL thread handling would be much simpler... but&lt;br /&gt;
  the migration to posix pthread went very smooth and painless. Less code&lt;br /&gt;
  even, and I even notice a slight performance increase!&lt;br /&gt;
  &lt;br /&gt;
  All threading code is still wrapped in blenlib/intern/threads.c&lt;br /&gt;
  Only real change was making the callback functions to return void pointer,&lt;br /&gt;
  instead of an int.&lt;br /&gt;
  &lt;br /&gt;
  The mutex handling is also different... there's no test anymore if a&lt;br /&gt;
  mutex was initialized, which is a bit confusing. But it appears to run&lt;br /&gt;
  all fine still. :)&lt;br /&gt;
  &lt;br /&gt;
  Nathan Letwory has been signalled already to provide the Windows pthread&lt;br /&gt;
  library and make/scons linking. For MSVC we might need help from someone&lt;br /&gt;
  else later though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sofbody bake &amp;quot;Local&amp;quot;==&lt;br /&gt;
  &lt;br /&gt;
  Sofbody simulation happens in global coordinate space, and this was also&lt;br /&gt;
  used for baking softbodies. Too bad you cannot re-use or further animate&lt;br /&gt;
  the baked softbody then... :)&lt;br /&gt;
  &lt;br /&gt;
  If you now use the new &amp;quot;Local&amp;quot; button in the Bake menu, it will allow to&lt;br /&gt;
  animate or move the baked object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==copy autosmooth settings==&lt;br /&gt;
  New copy option in CTRL+C menu: copy autosmooth settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== code cleanup ==&lt;br /&gt;
  Replacing strcpy with BLI_strncpy where it's safe.&lt;br /&gt;
  Was part of patch #2840 - thanks Eric Forsythe.&lt;br /&gt;
&lt;br /&gt;
==text editor==&lt;br /&gt;
  Adds menu item in text editor under format menu to convert whitespace to&lt;br /&gt;
  Spaces or to tabs.&lt;br /&gt;
  Adds function void convert_tabs(struct SpaceText *st, int tab)&lt;br /&gt;
  int tab is eather 0 or 1; 1 if converting to tabs&lt;br /&gt;
  I was going to make this auto run when running a script but did not know what that would do to the GE or any thing else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==move==&lt;br /&gt;
&lt;br /&gt;
  Rather then just complaining it cant be done, made M move objects out of the current localview.&lt;br /&gt;
  This is quicker then switching to non localview, de-selecting and going back into localview.&lt;br /&gt;
    Test by pressing Mkey in localview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==bake all selected softbody==&lt;br /&gt;
  Baking all selected softbody: press ctrl+b in 3d window!&lt;br /&gt;
&lt;br /&gt;
== Bugfix==&lt;br /&gt;
&lt;br /&gt;
 very ancient one even. When you use multiple screens in a project&lt;br /&gt;
  with each having different scenes, changing screens didn't call the proper&lt;br /&gt;
  set_scene() call, which left quite some stuff improperly initialized.&lt;br /&gt;
  &lt;br /&gt;
  With depsgraph code even causes crashing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==grouping==&lt;br /&gt;
  Improved CTRL+G grouping menu; it now offers a choice to add to any&lt;br /&gt;
  existing group, using a 2nd menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==nurbs==&lt;br /&gt;
With the commit last week to have curve bevels nice circular (when no&lt;br /&gt;
  front/back is selected), the UV coordinates for curves should also be&lt;br /&gt;
  corrected.&lt;br /&gt;
  This commit re-uses the same code as for Nurbs, to make sure UV coordinates&lt;br /&gt;
  wrap around nicely.&lt;br /&gt;
  &lt;br /&gt;
  BUT! I've noticed that Daniel's commit of august in this code actually&lt;br /&gt;
  broke this UV correction... in his craze to cleanup old code, he missed&lt;br /&gt;
  the actual functionality. Meaning that in 2.40 and 2.41, &amp;quot;UV orco&amp;quot; texture&lt;br /&gt;
  coordinates wrap around ugly in Nurbs Surfaces, something that was fixed&lt;br /&gt;
  in NaN days.&lt;br /&gt;
  &lt;br /&gt;
  Got no time for tracker now... but I'm sure it's in there! :)&lt;br /&gt;
&lt;br /&gt;
==UV Editor==&lt;br /&gt;
  &lt;br /&gt;
  Ctrl+RMB in local sticky mode now selects as if in sticky mode. This used&lt;br /&gt;
  to work only in non-sticky mode, but now with local sticky as default,&lt;br /&gt;
  it's nice to have this functionality working there also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==security patch #3910==&lt;br /&gt;
&lt;br /&gt;
 provided by Joerg Sonnenberger on Os X&lt;br /&gt;
  file opening&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==copy==&lt;br /&gt;
  CTRL+C copy menu now has &amp;quot;Copy UV orco&amp;quot; for curves/surfaces&lt;br /&gt;
&lt;br /&gt;
== fileseletor ==&lt;br /&gt;
  &lt;br /&gt;
  patch #2554: My Documents and Desktop folder automaticly added to the Folders&lt;br /&gt;
  pulldown of the filesector&lt;br /&gt;
  &lt;br /&gt;
  Only affects Windows builds.&lt;br /&gt;
  &lt;br /&gt;
  Uses shell functions to correctly get the My Documents and Desktop folders and&lt;br /&gt;
  then add them to the fsmenu, right below the drive letters.&lt;br /&gt;
  &lt;br /&gt;
  Needs shell32.lib linked, which is already linked by default for VS7 project files.&lt;br /&gt;
  Platform maintainer please check if it has to be added to scons and MSVC6 project files.&lt;br /&gt;
  &lt;br /&gt;
  Patch provided by Martin Poirier (theeth) - many thanks!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==paint==&lt;br /&gt;
  -some knitpicking on low scale brushes&lt;br /&gt;
  -- should do 'alpha' right now ..  down to brushes of 2 pixel size&lt;br /&gt;
  -making AUX1/2 real air brushes .. must have been lost by brechts &lt;br /&gt;
&lt;br /&gt;
'cleaning'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==vertex paint==&lt;br /&gt;
  Added better safety in vertex/weight paint, so it survives painting &lt;br /&gt;
&lt;br /&gt;
outside&lt;br /&gt;
  the window edge. Also did a paranoia larger memory allocation... weird&lt;br /&gt;
  reports I got.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vertex Paint Blend Modes==&lt;br /&gt;
Added lighten/darken paint modes, works in vertex paint mode and weight &lt;br /&gt;
Usefull for painting in areas with ~0.5 values without overwriting existing 1.0 weights.&lt;br /&gt;
&lt;br /&gt;
==brush hotspot==&lt;br /&gt;
  Log:&lt;br /&gt;
  Moved to brush cursors hotspot to be at the tip of the brush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==paint vertex clear==&lt;br /&gt;
  Log:&lt;br /&gt;
  Made vertex clear work for selected faces from the menu, to be the same as &lt;br /&gt;
&lt;br /&gt;
Shift+K.&lt;br /&gt;
  Also makde Shift+K work in weightpaint mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==library==&lt;br /&gt;
  Log:&lt;br /&gt;
  Tweaked library link/append rules for groups a bit further;&lt;br /&gt;
  &lt;br /&gt;
  - append group: appends group + puts objects in scene&lt;br /&gt;
  - link group: only links group, doesn't put objects in scene&lt;br /&gt;
  &lt;br /&gt;
  - append particle system with group: appends group + objects in scene&lt;br /&gt;
  - link particle system with group: only links group&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==paint==&lt;br /&gt;
  &lt;br /&gt;
change CKEY to toggle paint on or off in image paint patch by Stephan Kassemeyer&lt;br /&gt;
&lt;br /&gt;
==fonts==&lt;br /&gt;
&lt;br /&gt;
New option for convert-menu font-&amp;gt;curve: &amp;quot;Curve (Single filling group)&amp;quot;.&lt;br /&gt;
  &lt;br /&gt;
  Since the text-object remake, it was not possible anymore to 'cut out'&lt;br /&gt;
  text from, say, a box made by a polycurve, by converting text to curve&lt;br /&gt;
  and then joining - only the first character would be cut out.&lt;br /&gt;
  &lt;br /&gt;
  This is because of the filling groups (nu/dl-&amp;gt;charidx)&lt;br /&gt;
  I introduced for getting the vast speedup and the possibility&lt;br /&gt;
  of overlapping characters.&lt;br /&gt;
  &lt;br /&gt;
  The new convert menu option now assigns filling group 0 to all of&lt;br /&gt;
  the nurbs generated.&lt;br /&gt;
  &lt;br /&gt;
  Maybe filling groups should be exposed in the UI in general for curves -&lt;br /&gt;
  there are various occasions where they are useful.&lt;br /&gt;
  &lt;br /&gt;
  (Hint to the UI mafia! ;)&lt;br /&gt;
&lt;br /&gt;
==translations ==&lt;br /&gt;
  &lt;br /&gt;
  update to the italian translation, thanks Gianluca Faletti and the other translators&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==modifiers==&lt;br /&gt;
Basic support in modifiers_isDeformedByArmature for multiple armatures per mesh- use Selected armature object first, if no armatures are selected then return the last/only found armature.&lt;br /&gt;
  &lt;br /&gt;
==recent files==&lt;br /&gt;
  Log:&lt;br /&gt;
  As nobody else ever felt like doing it, and I work too much with official&lt;br /&gt;
  CVS these days in order not to be terribly annoyed by its absence, here it&lt;br /&gt;
  is: instinctive-blender's &amp;quot;Recent files list&amp;quot;.&lt;br /&gt;
  &lt;br /&gt;
  It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is&lt;br /&gt;
  the same as the only entry that used to be in the former popup.&lt;br /&gt;
  .&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
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