﻿<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FRelease_Notes%2F2.40%2FBug_Fixes</id>
	<title>Dev:Ref/Release Notes/2.40/Bug Fixes - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FRelease_Notes%2F2.40%2FBug_Fixes"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Bug_Fixes&amp;action=history"/>
	<updated>2026-07-27T11:31:46Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Bug_Fixes&amp;diff=151547&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Bug_Fixes&amp;diff=151547&amp;oldid=prev"/>
		<updated>2018-06-28T21:17:07Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&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) 21:17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;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Bug_Fixes&amp;diff=151546&amp;oldid=prev</id>
		<title>wiki&gt;Blendify: Created page with &quot;&lt;section begin=2.40-Source code-Bug Fixes /&gt; ==Bugfixes==   With no objects in scene, press F (ALT+F) for faceselect crashed. Bugfix #2755   Bug #2751    Recurring issue, but als...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Bug_Fixes&amp;diff=151546&amp;oldid=prev"/>
		<updated>2016-05-12T14:41:32Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;section begin=2.40-Source code-Bug Fixes /&amp;gt; ==Bugfixes==   With no objects in scene, press F (ALT+F) for faceselect crashed. Bugfix #2755   Bug #2751    Recurring issue, but als...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;section begin=2.40-Source code-Bug Fixes /&amp;gt;&lt;br /&gt;
==Bugfixes==&lt;br /&gt;
&lt;br /&gt;
 With no objects in scene, press F (ALT+F) for faceselect crashed. Bugfix #2755&lt;br /&gt;
&lt;br /&gt;
 Bug #2751&lt;br /&gt;
 &lt;br /&gt;
 Recurring issue, but also bug in 2.37/37a: OSA sample amount versus AO&lt;br /&gt;
 sample amount conflict... if AO and OSA amounts were exact equal it gives&lt;br /&gt;
 black spots. Solution not optimal yet... but at least looks good.&lt;br /&gt;
 Still think it's useless to sample fewer than AO level 8 (64), but&lt;br /&gt;
 nevertheless. :)&lt;br /&gt;
&lt;br /&gt;
 - 'Delete object' didn't set object pointers to NULL for Armature/Pose&lt;br /&gt;
 constraints (old bug)&lt;br /&gt;
&lt;br /&gt;
 - OGL render (view3d header) had wrong first frame on anim render&lt;br /&gt;
 - Ipo 'recording' mode had wrong playback speed&lt;br /&gt;
 - Vertex-key mode now sticks to show 'active key', until frame change&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2797&lt;br /&gt;
 &lt;br /&gt;
 Editmesh SHIFT+F &amp;quot;Fill&amp;quot; used an unsigned char to count amount of selected&lt;br /&gt;
 edges linking to vertices, but also subtracted... causing the char to&lt;br /&gt;
 become 255. Gave crashes (or infinite loops) when using &amp;quot;Fill&amp;quot; on random&lt;br /&gt;
 input of solid meshes.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2791&lt;br /&gt;
 &lt;br /&gt;
 Apply deform without object active crashed (only when using pulldowns)&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2790&lt;br /&gt;
 &lt;br /&gt;
 Pressing Wkey with no object active crashed.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2774&lt;br /&gt;
 &lt;br /&gt;
 Using linked library files with relative paths, didn't set the correct&lt;br /&gt;
 relative root... so it only worked with files in the same directory.&lt;br /&gt;
 ALso fixed the button-lock in material buttons, it didn't allow to see&lt;br /&gt;
 which materials were linked to the mesh/object.&lt;br /&gt;
&lt;br /&gt;
 MetaBall editmode didn't send the DAG recalc event while transformed. :)&lt;br /&gt;
 Meaning, it didn't do polygonizing while moving elements in edit mode.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2772&lt;br /&gt;
 &lt;br /&gt;
 EditMesh undo didn't restore vertex colors! That slipped our attention for&lt;br /&gt;
 almost a year... :)&lt;br /&gt;
&lt;br /&gt;
 Bugfix for #2768&lt;br /&gt;
 &lt;br /&gt;
 Starting a Bake for SoftBody didn't initialize the animation system for the&lt;br /&gt;
 first frame correctly, causing an initial unwanted softbody effect.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2763&lt;br /&gt;
 &lt;br /&gt;
 Depgraph missed proper relation from one armature bone to another armature&lt;br /&gt;
 bone.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2762&lt;br /&gt;
 &lt;br /&gt;
 Quite harmless, but was lazy code...&lt;br /&gt;
 When you choosed &amp;quot;Vertex Color Paint&amp;quot; material, the init_render_material()&lt;br /&gt;
 also set the &amp;quot;Vertex color Light&amp;quot; option, because that flag was checked on&lt;br /&gt;
 during render to detect vertex colors.&lt;br /&gt;
 Now it has proper checks in render code.&lt;br /&gt;
&lt;br /&gt;
 Fix for bug #2747&lt;br /&gt;
 &lt;br /&gt;
 Knife cut in edge selection mode can cause crashes, since it uses subdivide&lt;br /&gt;
 which isn't edge-select aware yet.&lt;br /&gt;
 Quickly patched it by making knife checking on vertex selection.&lt;br /&gt;
&lt;br /&gt;
 Fix &amp;quot;Replace Meshes&amp;quot; in radiosity to actually only replace Meshes, and not&lt;br /&gt;
 also delete lamps, cameras and anything else that was selected in the&lt;br /&gt;
 &amp;quot;Collect Meshes&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
 - cleaned up 'version correction' a bit. There was code slowing down&lt;br /&gt;
 current files even (armatures were evaluated all, even when not in&lt;br /&gt;
 current layer, was added to make sure they get converted OK).&lt;br /&gt;
 Send me old files that crash now! :)&lt;br /&gt;
 - on reading older files with path-constraints, a fix had to be added.&lt;br /&gt;
 - error &amp;quot;badd call to addqueue' found when using header-less window for&lt;br /&gt;
 filewindow&lt;br /&gt;
&lt;br /&gt;
 #bug 2397: frame-duplicator using Constraint not evaluated.&lt;br /&gt;
&lt;br /&gt;
 Fix for a *very* nasty bug... somewhere in the ancient past - I tracked it&lt;br /&gt;
 back to 1.4 - comparing pointers apparently gave warnings or errors... I&lt;br /&gt;
 don't really have a memory of that. Could be the Irix compiler.&lt;br /&gt;
 &lt;br /&gt;
 What it was used for is sorting edges in arrays or hash lists, like:&lt;br /&gt;
 &lt;br /&gt;
 if( ((long)v1) &amp;gt; ((long)v2) )&lt;br /&gt;
 &lt;br /&gt;
 long is defined to be pointer size, so that should work 32/64 bits, where&lt;br /&gt;
 it not that the long cast makes the value SIGNED! :)&lt;br /&gt;
 &lt;br /&gt;
 Ken Hughes discovered this... noting that when his system uses a calloc, the&lt;br /&gt;
 returned pointer had an uncommon address making the long negative.&lt;br /&gt;
 It was a very hard bug to track, since (apparently) most OS's have an address&lt;br /&gt;
 space being still in the lower part of an long...&lt;br /&gt;
 &lt;br /&gt;
 Anyhoo; I have removed a couple of (long) casts from pointer comparing now,&lt;br /&gt;
 need to get compile feedback if that's compliant for all our OS's.&lt;br /&gt;
 If so, quite a lot of such hacks have to be removed from our code, or make&lt;br /&gt;
 them casting to an unsigned long...&lt;br /&gt;
 &lt;br /&gt;
 This has been confirmed to fix bugs #2709 and #2710. Thanks Ken!&lt;br /&gt;
&lt;br /&gt;
 Bugfix for #2826&lt;br /&gt;
 &lt;br /&gt;
 Initialize shadow buffer lamp accidentally altered the ob-&amp;gt;obmat for the&lt;br /&gt;
 lamp. Never showed up before until now (depgraph).&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2799&lt;br /&gt;
 &lt;br /&gt;
 Sequence effect &amp;quot;gamma cross&amp;quot; didn't work since 2.36. Caused by not&lt;br /&gt;
 initialized gamma tables...&lt;br /&gt;
&lt;br /&gt;
 - Altered 'axismat' for PoseMode bone transform. Fix for bug #2769, bone&lt;br /&gt;
 rotations using hotkey-constraints (R, Y, Y) didn't work well.&lt;br /&gt;
&lt;br /&gt;
 Fix in image.c: just an unitialized variable.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2836&lt;br /&gt;
 &lt;br /&gt;
 Crash in Vertex-duplicator when there's an empty Mesh. Simply added check&lt;br /&gt;
 for dm pointer. :)&lt;br /&gt;
&lt;br /&gt;
 Fix: outliner crash on deleting bones in editmode&lt;br /&gt;
 &lt;br /&gt;
 Further cleaned up editmesh code to be warning free and to have a little&lt;br /&gt;
 nicer style :)&lt;br /&gt;
&lt;br /&gt;
 Fix for bug #2848 This flushes selection upward in subdivide based on select mode.&lt;br /&gt;
 So faces with all edges selected should now be selected as well.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2818&lt;br /&gt;
 &lt;br /&gt;
 On importing a file (dxf for example), the active filename got set to the&lt;br /&gt;
 imported filename, causing save-over to use that too. Tracked it down to&lt;br /&gt;
 be a very old feature... better to remove this, doesn't work according&lt;br /&gt;
 specs!&lt;br /&gt;
&lt;br /&gt;
 Fix for bug #2766: Shear shortcut broken&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2856&lt;br /&gt;
 &lt;br /&gt;
 Changing 'active material' in Editing Buttons didn't update preview in&lt;br /&gt;
 in Material Buttons.&lt;br /&gt;
&lt;br /&gt;
 - Bug #2857: Spin didn't create nice consistant normals&lt;br /&gt;
 - removed unnecessary call to where_is_object() in init-render phase.&lt;br /&gt;
 - Added DAG_scene_sort() calls when objects were removed (join cases)&lt;br /&gt;
 - When using texture fonts, the file window header didn't display OK&lt;br /&gt;
 - Saving a file didn't set the 'wait cursor' anymore (oldie!)&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2875&lt;br /&gt;
 &lt;br /&gt;
 Removed old code that was used when the global undo still saved files. It&lt;br /&gt;
 was restoring pointers in the UI based on names, which gave confusing&lt;br /&gt;
 results when loading the quit.blend file (actually undobuffer).&lt;br /&gt;
 Instead it should treat the quit.blend same as &amp;quot;Load without UI&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
 Work for fix of #2256 &amp;quot;something weird with some buttons&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 Fix for bug #2859&lt;br /&gt;
 &lt;br /&gt;
 Beautyfill didnt work in illustrated case, due to 1) face select 2) no&lt;br /&gt;
 correct edges selected...&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2871&lt;br /&gt;
 &lt;br /&gt;
 Selecting in Mesh edit mode or in FaceSelect mode is tied, but setting&lt;br /&gt;
 faces hidden was not tied. This caused hidden faces in edit mode to&lt;br /&gt;
 become selected, with all associated disasters. :)&lt;br /&gt;
 Now hiding faces in editmode and faceselect are tied too. Please note&lt;br /&gt;
 that leaving faceselect mode will unhide always!&lt;br /&gt;
&lt;br /&gt;
 Two radiosity glitches, bugs #2872 #2881&lt;br /&gt;
 &lt;br /&gt;
 - add new scene, &amp;quot;Full Copy&amp;quot;, didn't copy radio settings&lt;br /&gt;
 - switch scene didn't reset radiosity baking&lt;br /&gt;
 (note that you can only do 1 radiosity scene in Blender, switch scene&lt;br /&gt;
 will free the radiosity data)&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2894&lt;br /&gt;
 &lt;br /&gt;
 Using Lkey (select connected) in Armature editmode could crash, it didn't&lt;br /&gt;
 correctly check for drawing non selectable items (have index -1).&lt;br /&gt;
&lt;br /&gt;
 Added the 4 new proportional editing modes also to the uv editor transform.&lt;br /&gt;
 Eventually the uv editor should use the new transform code and get these&lt;br /&gt;
 automatically, but until that's done this might fix bug #2920.&lt;br /&gt;
&lt;br /&gt;
 Very small size of arealights (0.001) could cause weird overflows/bands.&lt;br /&gt;
 There was still one float component hanging around... saacos(). Made a&lt;br /&gt;
 double version of it.&lt;br /&gt;
 &lt;br /&gt;
 Reported by Shul. thnx!&lt;br /&gt;
&lt;br /&gt;
 bugfix #2931 crash if $HOME not set&lt;br /&gt;
 &lt;br /&gt;
 unchecked pointer returned from BLI_gethome().&lt;br /&gt;
&lt;br /&gt;
 Removed strcasestr() with version as found on web, opensolaris. It had a&lt;br /&gt;
 bug though! :)&lt;br /&gt;
 For people interested: both lines with tolower() had to be added...&lt;br /&gt;
&lt;br /&gt;
 do_versions() for 2.37 was reading a library data pointer that wasn't set&lt;br /&gt;
 yet. Crashed in windows...&lt;br /&gt;
 Thanks Desoto for finding it!&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2943&lt;br /&gt;
 &lt;br /&gt;
 Render bug.&lt;br /&gt;
 Alpha low or zero, Ztransp, didnt render with lamp halos over...&lt;br /&gt;
 Note it still doesnt work for ray-transp!&lt;br /&gt;
&lt;br /&gt;
 - bug fix #2935, DAG update was not called on new boolean object&lt;br /&gt;
&lt;br /&gt;
 Lamp-halo &amp;amp; Ortho didn't render correct. Thanks Desoto! :)&lt;br /&gt;
&lt;br /&gt;
 MEM_alloc allocated in units of 8 for 32 bits systems, and units of 4 for&lt;br /&gt;
 64 bits systems... weird bug. :)&lt;br /&gt;
&lt;br /&gt;
 A large collection of fixes from Ken Hughes including:&lt;br /&gt;
 - corrections to constants&lt;br /&gt;
 - parameter type checking&lt;br /&gt;
 - correct use of METH_VARARGS vs METH_NOARGS&lt;br /&gt;
 - return objects instead of strings in Scene.getChildren() as per doc.&lt;br /&gt;
 - correct logical operators&lt;br /&gt;
 &lt;br /&gt;
 Thanks, Ken!&lt;br /&gt;
&lt;br /&gt;
 bugfix: #2924 Bugs in api2_2x/Material.c&lt;br /&gt;
 - BPy_Material_methods[] &amp;quot;setFilter&amp;quot; calls Material_setFresnelMirrFac()&lt;br /&gt;
 - Material_setSpecSmooth() should be setting param[3], not param[2]&lt;br /&gt;
 &lt;br /&gt;
 Contributed by Ken Hughes. Thanks!&lt;br /&gt;
&lt;br /&gt;
 Random() issues with rendering...&lt;br /&gt;
 &lt;br /&gt;
 - AO and soft shadow AreaLight tables were generated without fixed seed,&lt;br /&gt;
 causing animations to give unwanted amounts of noise.&lt;br /&gt;
 - Made sure these tables now are calculated before render, with fixed seed&lt;br /&gt;
 - Then found out the BLI_rand() has very bad seeding... it showed up as&lt;br /&gt;
 patterns. After some experimenting, found a nice method using noise.c&lt;br /&gt;
 hash tables. For compatibility with old code, named it BLI_srandom() to&lt;br /&gt;
 use this next to the BLI_srand(). This follows libc rand() and random()&lt;br /&gt;
 naming convention.&lt;br /&gt;
 - Then of course threading should work... so made a BLI_thread_rand version&lt;br /&gt;
 of the calls. Now supports up to 16 threads, comments added in .h and .c&lt;br /&gt;
 &lt;br /&gt;
 Result is stable animation render with AO and soft shadow. But, please&lt;br /&gt;
 test and feedback!&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2977&lt;br /&gt;
 &lt;br /&gt;
 Tweaked selection code for Manipulators in 'combo' mode, it gives&lt;br /&gt;
 preference now to the scale/translate widgets over the rotate arcs. This&lt;br /&gt;
 enables use of these widgets in ortho top/side views.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #2788&lt;br /&gt;
 &lt;br /&gt;
 in 3d window, nkey panel, click in middle of number button &amp;amp; press ESC&lt;br /&gt;
 moved the 3d cursor to that location. The button was passing on its&lt;br /&gt;
 event to the window event queue, which shouldn't be.&lt;br /&gt;
&lt;br /&gt;
 Fix for bug #2974:&lt;br /&gt;
 Circle select in uv editor crashed when an image was assigned but not loaded.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2999. Nkey buttons had a limit for input of 1000.0. That's not&lt;br /&gt;
 much... made it 10 times larger, to match the max zoom level.&lt;br /&gt;
 &lt;br /&gt;
 Nevertheless; on our ancient todo is that we once should give number&lt;br /&gt;
 buttons 2 limits. One for the actual min/max values, and one for the best&lt;br /&gt;
 sliding experience (matching zoom level or distance for example).&lt;br /&gt;
&lt;br /&gt;
 bugfix: [ #3009 ] possible memory leak in Mathutils&lt;br /&gt;
 &lt;br /&gt;
 fixed by patch [ #3013 ] patch for memleak in vector&lt;br /&gt;
 Submitted By: Ken Hughes (khughes)&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3040, the new 'roundbox' button disabled copy/paste values in&lt;br /&gt;
 buttons. You could notice that for Constraint and Modifier panels.&lt;br /&gt;
&lt;br /&gt;
 Exclude only-shadow lamps to be rendered when the main render option&lt;br /&gt;
 &amp;quot;shadow&amp;quot; is off.&lt;br /&gt;
 Bugfix 3018&lt;br /&gt;
&lt;br /&gt;
 bug fix:&lt;br /&gt;
 UV paint tool did not work with swapped mouse buttons in user prefs.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #3036&lt;br /&gt;
 Particle emittor parented to Bone in armature didnt update correct.&lt;br /&gt;
 &lt;br /&gt;
 Bugfix #2971&lt;br /&gt;
 &lt;br /&gt;
 Alpha error in unified render, causing mist and non-ztransp alpha and 'env'&lt;br /&gt;
 materials not to render correct.&lt;br /&gt;
&lt;br /&gt;
 Bug #2930:&lt;br /&gt;
 &lt;br /&gt;
 Fix Amiga IFF loading for little-endian platforms&lt;br /&gt;
&lt;br /&gt;
 Bug fix #3070&lt;br /&gt;
 &amp;lt;blush&amp;gt;Missing &amp;quot;2*&amp;quot; caused AO tables to be only initialized half&amp;lt;/blush&amp;gt;&lt;br /&gt;
 Result was bad AO quality in render, and unpredictable brightness. This bug&lt;br /&gt;
 happened in previous commit, when fixing random table issues.&lt;br /&gt;
&lt;br /&gt;
 Bug fix #3052&lt;br /&gt;
 &lt;br /&gt;
 Syntax highlight in Text Window crashed with lines &amp;gt; 2000 chars. I now just&lt;br /&gt;
 skip the highlighting code for these cases, it remains a bit weak code...&lt;br /&gt;
 &lt;br /&gt;
 Bugfix #3041&lt;br /&gt;
 &lt;br /&gt;
 Missing updates for Textured objects in 3d window, using copy buttons.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3077&lt;br /&gt;
 &lt;br /&gt;
 Radiosity didn't add edges block, on &amp;quot;Replace Meshes&amp;quot;. Caused wireframe&lt;br /&gt;
 not to draw, but also crashes like for join().&lt;br /&gt;
 &lt;br /&gt;
 Also: added patch that sets the drawflags in edges derived from the&lt;br /&gt;
 ones set in faces. This ensures the conversion to be done correct.&lt;br /&gt;
 &lt;br /&gt;
 TODO: this edges call also used in other areas in code, that has to be&lt;br /&gt;
 catched and done differently.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3075&lt;br /&gt;
 &lt;br /&gt;
 Wave Effect (and build etc) was being converted while the code later on&lt;br /&gt;
 was reading existing modifiers (and unlinking the converted data).&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3085&lt;br /&gt;
 &lt;br /&gt;
 When you move the mouse, while dragging numbers in buttons (or sliding),&lt;br /&gt;
 and release it over another button, the release event was passed on to that&lt;br /&gt;
 button. It happened with Radiosity buttons for example.&lt;br /&gt;
 &lt;br /&gt;
 Reason; buttons with return event 0 are passing on events to other buttons.&lt;br /&gt;
 This is needed for LABEL or ROUNDBOX buttons, to prevent them blocking&lt;br /&gt;
 events when there's another button inside.&lt;br /&gt;
 &lt;br /&gt;
 Made sure all these number/slider buttons returning B_NOP now.&lt;br /&gt;
&lt;br /&gt;
 Bug report #3092&lt;br /&gt;
 &lt;br /&gt;
 Excluded the 3D cursor from being clipped with the new ALT+B clipping.&lt;br /&gt;
 &lt;br /&gt;
 Also added a refresh for the object that gets (Pkey) separated in mesh&lt;br /&gt;
 editmode, might solve issue reported by Campbell.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2948&lt;br /&gt;
 &lt;br /&gt;
 For using the Fkey (add face) editmesh tool:&lt;br /&gt;
 prevented triangles being made that are partially a quad face already.&lt;br /&gt;
 &lt;br /&gt;
 Tools in editmode don't like such situations (tria-&amp;gt;quad for example), also&lt;br /&gt;
 subsurf hates it. :)&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2746&lt;br /&gt;
 &lt;br /&gt;
 In Surface editmode, solid draw mode, curves are drawn in wire now&lt;br /&gt;
 (where in invisible). Its a simple fix, it shouldn't give issues with&lt;br /&gt;
 the Nurbana work. :)&lt;br /&gt;
&lt;br /&gt;
 Bug fix #3094&lt;br /&gt;
 &lt;br /&gt;
 Playback of sequencer sound crashed in combination with dupliverted&lt;br /&gt;
 Objects. (confirmed in osx only btw).&lt;br /&gt;
 &lt;br /&gt;
 Found out there's old not-needed code in the update_for_newframe() call,&lt;br /&gt;
 that was intended to do updates for Manipulators (calling countall()).&lt;br /&gt;
 In countall(), the entire duplilists were generated over, just for&lt;br /&gt;
 counting the totals.&lt;br /&gt;
 &lt;br /&gt;
 First step was removing the countall from update_for_newframe, and added&lt;br /&gt;
 a count_duplilist() call which doesn't generate the full duplilist. That&lt;br /&gt;
 made Blender not crashing anymore, but gives &amp;quot;Error totblock&amp;quot;, without&lt;br /&gt;
 printing the block names even...&lt;br /&gt;
 &lt;br /&gt;
 The weird thing also was that the crash showed severe memory corruption in&lt;br /&gt;
 the malloc library, when combining audio scrubbing (SDL) and duplilists.&lt;br /&gt;
 &lt;br /&gt;
 I now suspect there's a remaining issue with DerivedMesh, but for that I&lt;br /&gt;
 need help from Daniel.&lt;br /&gt;
&lt;br /&gt;
 Various Transform bugfixes.&lt;br /&gt;
 &lt;br /&gt;
 - Trackball rotate was missing the NoConstraints flag&lt;br /&gt;
 - Zooming didn't recalculate the 2D center correctly&lt;br /&gt;
 - Zooming in transform was sending event to the 3D window even when working on UVs.&lt;br /&gt;
 (disabled when working on &lt;br /&gt;
&lt;br /&gt;
 UVs for now, will need to send events to a 2D window handler eventually)&lt;br /&gt;
 - In camera mode, when the selection was exactly on the camera, initgrabz was barfing,&lt;br /&gt;
 fallback to 1.0 now, which gives ok results.&lt;br /&gt;
&lt;br /&gt;
 Action editor: drag with LMB did three redraws... causing slowdown. Bug&lt;br /&gt;
 since 2.0 it seems.&lt;br /&gt;
&lt;br /&gt;
 Ftgl patch for texture fonts got lost... somehow. That made them much&lt;br /&gt;
 slower than pixmap fonts. Test on buttons window CTRL+ALT+T timer shows it&lt;br /&gt;
 goes down from 2500 to 100 on this commit. :)&lt;br /&gt;
&lt;br /&gt;
 Shaded drawmode, ogl preview render, does update for lights.&lt;br /&gt;
&lt;br /&gt;
 set object-&amp;gt;recalc flag when we change object's loc, rot, etc.&lt;br /&gt;
 fix for problems with frame change scene scriptlinks.&lt;br /&gt;
&lt;br /&gt;
 Suppressed another GL_FRONT drawing routine, causing potential slowdowns&lt;br /&gt;
 for some configs. This was an old hack for sgi's, so I've put it behind an&lt;br /&gt;
 ifdef for sgi and suns now.&lt;br /&gt;
 &lt;br /&gt;
 Test if blender still works by switching screens, and check for the borders&lt;br /&gt;
 between the blender area windows. These should draw all nice empty/black.&lt;br /&gt;
&lt;br /&gt;
 Possible fix for bug #3094 - use normal malloc/free for stuff that gets&lt;br /&gt;
 alloced inside SDL threads.&lt;br /&gt;
&lt;br /&gt;
 Ipowindow header: Curve menu crashed when no curve was created yet.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3046&lt;br /&gt;
 &lt;br /&gt;
 When using 3d window &amp;quot;unlocked&amp;quot; (own layer and own camera possible), the&lt;br /&gt;
 dependency updates didn't work, these were only using Scene layers.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3138&lt;br /&gt;
 &lt;br /&gt;
 Editbuttons &amp;quot;Centre&amp;quot; options didn't correctly use depgraph for linked data.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3133&lt;br /&gt;
 &lt;br /&gt;
 - Rendering an image with Border didn't check for sizes smaller than 1&lt;br /&gt;
 pixel yet.&lt;br /&gt;
 &lt;br /&gt;
 Related to this code I found 2 other fixes:&lt;br /&gt;
 &lt;br /&gt;
 - Themecolor set for drawing in Render Window was not restored correctly,&lt;br /&gt;
 sometimes causing into wrong Panel (transparency) drawing.&lt;br /&gt;
 &lt;br /&gt;
 - When rendering an image with Gauss, it now renders by default 1 pixel&lt;br /&gt;
 extra, which gets stripped. This eliminates the &amp;quot;ugly&amp;quot; darker border&lt;br /&gt;
 in images.&lt;br /&gt;
 (Yes, let's make Mr. PixelCounter Goralczyk happy! :)&lt;br /&gt;
&lt;br /&gt;
 - #2781, reported by Ed Blake: crash on undo when there were active space handlers.&lt;br /&gt;
 Space Handler script links belong to screen areas, which do not get saved on undo.&lt;br /&gt;
 Thanks Ton for pointing out the function that restores ui pointers gone bad.&lt;br /&gt;
 &lt;br /&gt;
 - Applied patch #2822 by Ken Hughes for bug #2647 (&amp;quot;Setting a Face UV&amp;quot;), reported by Campbell Barton.&lt;br /&gt;
 &lt;br /&gt;
 - #3022, reported by Timothy Wakeham: &amp;quot;Blender.BGL.glDrawPixels crashes when drawing&lt;br /&gt;
 more pixels then buffer size&amp;quot;. Made glDrawPixels check buffer dimensions.&lt;br /&gt;
 &lt;br /&gt;
 - #2882, reported by Campbell: crash in nmesh.getMaterials(arg == 0 or 1) when nmesh came from&lt;br /&gt;
 GetRawFromMesh().Raw nmeshes are not linked to Blender meshes, so the method doesn't support&lt;br /&gt;
 these options (getting mat info from the actual mesh) for it.&lt;br /&gt;
 &lt;br /&gt;
 - #2817, reported by Tod Koeckeritz: Dir_Depth var was not being decremented in BPY_Menus.c,&lt;br /&gt;
 causing dir depth limits to be reached prematurely.&lt;br /&gt;
&lt;br /&gt;
 - #2954, reported by Daniel Holtz: &amp;quot;Python scripts crash hard with valid windows paths&amp;quot;. Blender.Load()&lt;br /&gt;
 was not meant for background mode, now it's been update to support it, using BKE_read_file instead&lt;br /&gt;
 of BIF_read_file in this case. Also found another issue with command line scripts using Blender.Load()&lt;br /&gt;
 that could crash Blender: trying to free the Text when it wasn't available anymore (loading a new .blend&lt;br /&gt;
 already removed it). There are still issues with one case, though, causing a crash on start&lt;br /&gt;
 or &amp;quot;Memoryblock winopen: double free&amp;quot; at end, when running a script that is already a&lt;br /&gt;
 Blender Text (only if the script calls Blender.Load, of course). Will investigate.&lt;br /&gt;
&lt;br /&gt;
 - #2897: reported by Timothy Wakeham: object.setMaterials was asking the length of a Python&lt;br /&gt;
 list w/o confirming first if the passed obj was really a list.&lt;br /&gt;
 &lt;br /&gt;
 Thanks all for the help and for being patient (long delay, again).&lt;br /&gt;
&lt;br /&gt;
 Bugfix #2650.&lt;br /&gt;
 &lt;br /&gt;
 Calling ipo.delCurve() with a curve that's not been displayed in the&lt;br /&gt;
 Ipo curve editor caused a segfault.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3141&lt;br /&gt;
 &lt;br /&gt;
 Ending localview didn't correctly restore selection, so oops or outline&lt;br /&gt;
 were not updated.&lt;br /&gt;
 &lt;br /&gt;
 Bugfix #3137&lt;br /&gt;
 &lt;br /&gt;
 In UV Faceselect, the button &amp;quot;Set vertex color&amp;quot; needed Mesh update flush.&lt;br /&gt;
&lt;br /&gt;
 Bugfixes for #3102, #3104&lt;br /&gt;
 &lt;br /&gt;
 - Fix incorrect usage of PySequence_Fast_GET_ITEM()&lt;br /&gt;
 - make EXPP_setFloatRange() convert its argument to float instead of short&lt;br /&gt;
&lt;br /&gt;
 Posemode, ALT+R,G,S didn't work always, this because SHIFT+mouse selecting&lt;br /&gt;
 accidentally could unselect the object itself.&lt;br /&gt;
 &lt;br /&gt;
 It can be that older saved files still show this issue, then just select&lt;br /&gt;
 another object, and select the armature again. :)&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3188&lt;br /&gt;
 &lt;br /&gt;
 Enter Vpaint or Wpaint did not redraw headers of all 3d windows, so the&lt;br /&gt;
 mode menu indicator didn't update.&lt;br /&gt;
&lt;br /&gt;
 Drivers cannot drive channels of own Object, added error warning for it. I&lt;br /&gt;
 might allow this once, but it's a lot of new complexities then.&lt;br /&gt;
 It also means you cannot drive one Bone with another Bone in same Pose.&lt;br /&gt;
&lt;br /&gt;
 - bug fix, paste clipboard on windows didn't free buffer&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3164&lt;br /&gt;
 &lt;br /&gt;
 Very rare; a bugreport with a fix patch! Coolness, thanks Bill Currie!&lt;br /&gt;
 (Segfault due to using un-initialized displaylist in Boolean code)&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3163&lt;br /&gt;
 &lt;br /&gt;
 Materials; using &amp;quot;Stencil&amp;quot; option, didn't work properly for multiply, and&lt;br /&gt;
 other related filters. This is a very old issue, but now I found the good&lt;br /&gt;
 way to fix it! :)&lt;br /&gt;
&lt;br /&gt;
 - swapped MFace.flag and MFace.mode code; they were reversed (thanks, Cam)&lt;br /&gt;
 - fixed bug in MFace_getFlags(): was accessing wrong field&lt;br /&gt;
&lt;br /&gt;
 Two very easy crash fixes, one more proper pointer check, and a check&lt;br /&gt;
 for a division by zero. Sorry... but i can't stand such known issues to be&lt;br /&gt;
 in an official build. :)&lt;br /&gt;
&lt;br /&gt;
 - Bugfix #3127: gives Python ability to do &amp;quot;reload()&amp;quot; on Blender Text scripts&lt;br /&gt;
 (not really a bug, just adding a missing capability)&lt;br /&gt;
&lt;br /&gt;
 - Bugfix #3194: calling curve.appendNurb() with any number of float param&lt;br /&gt;
 other than 4 or 5 caused segfault (thanks for catching, Cam)&lt;br /&gt;
 &lt;br /&gt;
 - Bugfix #3202: ipo.addCurve() created curve but didn't add to the Ipo&lt;br /&gt;
 (thanks, lguillaume). I think we need much more testing of the Ipo&lt;br /&gt;
 module following Ton's refactoring.&lt;br /&gt;
&lt;br /&gt;
 Overflow was possible for vertex index numbers in deformgroups, causing&lt;br /&gt;
 the table with bones in deform code not to work. Added a check for amount&lt;br /&gt;
 of Bones. (Orange bug!)&lt;br /&gt;
&lt;br /&gt;
 Memory error 'end corrupt' reports for deform groups... can't find it yet,&lt;br /&gt;
 but this code ensures the strcpy() is using BLI_strncpy now, and it uses&lt;br /&gt;
 more clear names for the mallocs.&lt;br /&gt;
&lt;br /&gt;
 - Bugfix #3227: throw exception in NMesh if face data doesn't contain 3 or&lt;br /&gt;
 4 vertices&lt;br /&gt;
&lt;br /&gt;
 fixing most of #3096&lt;br /&gt;
 by 'eating' contol messages&lt;br /&gt;
 still there is an issue on how transparent/opaque floating panels should be for messages&lt;br /&gt;
 ... and i am wondering if that should move to 'regular' buttons&lt;br /&gt;
 &lt;br /&gt;
 Bugix #3200&lt;br /&gt;
 &lt;br /&gt;
 DAG_object_flush_update() always used scene layers, causing updates to go&lt;br /&gt;
 wrong with 3d windows with &amp;quot;Lock&amp;quot; off (allowing local layer and camera).&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3210&lt;br /&gt;
 &lt;br /&gt;
 Included a patch by Pablo Marrol! selecting with ALT+CTRL combos&lt;br /&gt;
 didnt check if there was actually a Mesh in editmode.&lt;br /&gt;
&lt;br /&gt;
 Bugfix #3238&lt;br /&gt;
 &lt;br /&gt;
 ALT+C on mesh without modifier crashed.&lt;br /&gt;
 &lt;br /&gt;
 Elubie&lt;br /&gt;
 Fix for correct handling of relative filenames.&lt;br /&gt;
 Now relative filenames that are not below the .blend file&lt;br /&gt;
 in the directory hierarchy can be used&lt;br /&gt;
&lt;br /&gt;
 Log:&lt;br /&gt;
 FIX: BLI_makestringcode called with bad pointer mainl-&amp;gt;curlib&lt;br /&gt;
 Moved call to before blo_join_main where pointer gets killed.&lt;br /&gt;
 Otherwise Blender crashed when appending a file and selecting&lt;br /&gt;
 relative filenames.&lt;br /&gt;
&lt;br /&gt;
 -Bugfix #3207: ALT-C on a mesh with modifiers would cause memory corruption.&lt;br /&gt;
 We make a copy of the mesh and perform operations on the new object using&lt;br /&gt;
 mesh_create_derived_no_deform() for the new object instead of the&lt;br /&gt;
 original.&lt;br /&gt;
 &lt;br /&gt;
 Would be really nice if Daniel would look this over to see if it's really&lt;br /&gt;
 fixed, or if I've just moved the problem somewhere else. :-) I'm leaving&lt;br /&gt;
 the bug report open until the fixed is verified.&lt;br /&gt;
&lt;br /&gt;
 - Bugfix #3271: saveRenderedImage() was corrupting memory while trying to&lt;br /&gt;
 build the filename (thanks for good bug report, Pablo)&lt;br /&gt;
&lt;br /&gt;
 Copy scene did not copy the markers... causing in memory errors on quit.&lt;br /&gt;
 No real baddie, but still very good to fix!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Copy scene did not copy the markers... causing in memory errors on quit.&lt;br /&gt;
  No real baddie, but still very good to fix!&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Found a potential crash where NULL could be passed to vfont_get_data(),&lt;br /&gt;
  here's the fix. Maybe it fixes Andy's file :)&lt;br /&gt;
  &lt;br /&gt;
  Log:&lt;br /&gt;
  Fix: the 'draw name in camera view' now draws the view's active&lt;br /&gt;
  camera's name rather than the scene's, so it's not misleading&lt;br /&gt;
  when you have unlocked 3D views. (#3324)&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Fix for item #3316 : make sure that BLI_make_file_string converts all&lt;br /&gt;
  slashes in the filenames to the system preferred direction.&lt;br /&gt;
  Leaving unix slashes caused the error in the Python module&lt;br /&gt;
  blender.Get('filename')&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3304&lt;br /&gt;
  &lt;br /&gt;
  Actually nice feature too: when using Scene &amp;quot;Set&amp;quot; option, that scene draws&lt;br /&gt;
  its transparent and x-ray stuff independent of the 'foreground' scene.&lt;br /&gt;
  That means that x-ray in a set will be always over the set objects, but&lt;br /&gt;
  stays behind the current scene.&lt;br /&gt;
  &lt;br /&gt;
  For transparent it works the same though... meaning that solid objects from&lt;br /&gt;
  the foreground scene will always draw over transparent from the &amp;quot;Set&amp;quot;.&lt;br /&gt;
  &lt;br /&gt;
  Note; this only is true for the 3d window, or the OpenGL render, not for&lt;br /&gt;
  actual rendering of course.&lt;br /&gt;
&lt;br /&gt;
  Bug #3298&lt;br /&gt;
  &lt;br /&gt;
  Unified render does not return a zbuffer, but when gauss render was used&lt;br /&gt;
  in combination with motion-blur, a buffer was accidentally created, one&lt;br /&gt;
  pixel to small even!&lt;br /&gt;
  &lt;br /&gt;
 Log:&lt;br /&gt;
  Combined bugreport, bugfix and patch from Vidar Madsen.&lt;br /&gt;
  &lt;br /&gt;
  He noted that static particles don't work with force fields yet, and&lt;br /&gt;
  added a fix for it. This however didn't work for the depgraph yet, and&lt;br /&gt;
  didn't correct the static particle's local space to world coordinates for&lt;br /&gt;
  the fields. Nevertheless, while reviewing this small patch I thought it&lt;br /&gt;
  would be fun to add now.&lt;br /&gt;
  &lt;br /&gt;
  So: static particles now update realtime on forcefield relations. Warning&lt;br /&gt;
  for potential slowdowns! Also note that work on the real particle patch&lt;br /&gt;
  still has to be done... something I really will do, but in time. To get&lt;br /&gt;
  particles correctly integrated in the animation system, quite some new&lt;br /&gt;
  development has to be done still.&lt;br /&gt;
  &lt;br /&gt;
  Fix for #3316: do not convert slashes in the relname in BLI_make_file_string&lt;br /&gt;
  Also fixed signature to const char* to indicate which parameters can be changed&lt;br /&gt;
  to make it a bit safer, because constant strings are passed into this function&lt;br /&gt;
  and changing them caused a crash.&lt;br /&gt;
&lt;br /&gt;
  Fix #3256&lt;br /&gt;
  &lt;br /&gt;
  DXF: when an error message occurs during read, the main call returned&lt;br /&gt;
  without clearing the used global vars... causing crash on calling again.&lt;br /&gt;
  &lt;br /&gt;
  ALso: added warning when trying to assign a taper or bevel using Object&lt;br /&gt;
  itself. (report from opengl tracker :)&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3249&lt;br /&gt;
  &lt;br /&gt;
  Error in BLI_array_randomize(), an unused call in Blender until the&lt;br /&gt;
  Build Modifier was added. It did a weird modulus I don't really grasp...&lt;br /&gt;
  somehow that caused the bug (create a corrupt mesh). But why? Dunno...&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  * Fixed a little problem when using both F* keys and header buttons&lt;br /&gt;
  to change buttons tabs wouldn't switch quite right.&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3370&lt;br /&gt;
  &lt;br /&gt;
  Border select on a Meta strip in Sequencer didn't work. Seems to be a year&lt;br /&gt;
  zero bug :)&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  This is the famous proverbal example of someone trying to get a 4 legged&lt;br /&gt;
  table stable... you keep correcting leg sizes until no table is left&lt;br /&gt;
  anymore! :)&lt;br /&gt;
  &lt;br /&gt;
  This commit restores the displacement direction from 2.37a code, which was&lt;br /&gt;
  negated 5 months ago to fix a change in renderconverter.c, but somehow is&lt;br /&gt;
  not needed anymore. The regression displacement file now renders OK again.&lt;br /&gt;
&lt;br /&gt;
  Fix #3382&lt;br /&gt;
  &lt;br /&gt;
  Alt+D on a Camera or Lattice did not create a linked copy. This was an&lt;br /&gt;
  ancient convention from the dark ages (1995) still. :)&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  * Fixed an old, old, old problem where the top camera arrows&lt;br /&gt;
  couldn't be seen in a side on view because they had no wireframe.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  A year-zero bug, and actually another issue with auto-handles for Ipo&lt;br /&gt;
  curves. On sharp 'peaking' curves the handle was calculated&lt;br /&gt;
  using both X and Y distance. This could result in overshooting.&lt;br /&gt;
  &lt;br /&gt;
  New code only evaluates the X distance, resulting in much more moderate&lt;br /&gt;
  sized handles.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Bugs&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3346&lt;br /&gt;
  &lt;br /&gt;
  Decimate modifier wasn't resistant to decimating below 3 vertices. It now&lt;br /&gt;
  detects so, and doesn't add a face or edges then.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  Bugfix #2841&lt;br /&gt;
  &lt;br /&gt;
  Ancient issue with Image bumpmap &amp;amp; orientation... this report was about&lt;br /&gt;
  UV textures, which flipped bump direction when UV coordinates rotate.&lt;br /&gt;
  So... time to dive deeper into it, and I found a very bad old construction&lt;br /&gt;
  in the way image textures handled bump normals. Instead of using the&lt;br /&gt;
  correct dx,dy vectors it was calculating the boundbox for it, and applied&lt;br /&gt;
  it as such (loosing negative direction for the dx or dy that way).&lt;br /&gt;
  &lt;br /&gt;
  Anyhoo! To make a long story short; the weird &amp;quot;correct Nor Map&amp;quot; option&lt;br /&gt;
  now can be removed... but requires careful testing!&lt;br /&gt;
  &lt;br /&gt;
  Here's renders from file I got from env, 239 means old and 240 is this cvs.&lt;br /&gt;
  &lt;br /&gt;
  http://www.blender.org/bf/dino239.jpg&lt;br /&gt;
  http://www.blender.org/bf/dino240.jpg&lt;br /&gt;
  &lt;br /&gt;
  http://www.blender.org/bf/dino239a.jpg&lt;br /&gt;
  http://www.blender.org/bf/dino240a.jpg&lt;br /&gt;
  &lt;br /&gt;
  Note the much finer detail, and the more consistant normals direction.&lt;br /&gt;
  No, go render testing dudes!&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3463&lt;br /&gt;
  &lt;br /&gt;
  Very ancient bug in boxfilter for image texture popped up with new code&lt;br /&gt;
  for correct bumpmapping. Caused texture type &amp;quot;Extend&amp;quot; not to work when&lt;br /&gt;
  using for bump.&lt;br /&gt;
  &lt;br /&gt;
  Log:&lt;br /&gt;
  -- Bugfix #3139: Blender.Library.Open() was changing current .blend&lt;br /&gt;
     filename.  We now save and restore file before opening library.&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3526&lt;br /&gt;
  &lt;br /&gt;
  Division with zero caused wrong pixels to be rendered with Ortho camera.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  -- Bugfix #3564: Texture.getImage() always returned None for Env maps, even if&lt;br /&gt;
     an image was assigned.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Fix: reading library files with option &amp;quot;Relative Paths&amp;quot; set, whilst library&lt;br /&gt;
  was read already AND relative, caused the path for libraries to corrupt...&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3556&lt;br /&gt;
  &lt;br /&gt;
  Unified render didn't treat the alpha for raytraced transparent correct...&lt;br /&gt;
  unified is based on layering with alpha, so it cannot support alpha in&lt;br /&gt;
  raytraced transparent correctly.&lt;br /&gt;
&lt;br /&gt;
  Bug #3562&lt;br /&gt;
  &lt;br /&gt;
  Strips with a repeat fraction (like 3.51) should also &amp;quot;hold&amp;quot; on the&lt;br /&gt;
  fraction of .51 when indicated so.&lt;br /&gt;
  Patch provided by Roland Hess, but cleaned up (exisiting) mess a bit too.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  -- Bugfix #3566: Entering very large numbers for scaling/rotation/translation&lt;br /&gt;
     cause a write past end of string buffers in outputNumInput().  Patched to&lt;br /&gt;
     make large numbers (+-1.0e+10) display in scientific notation format.&lt;br /&gt;
  &lt;br /&gt;
  Log:&lt;br /&gt;
  With the introduction of fixed edge arrays in Mesh, the options to render&lt;br /&gt;
  wire frame became very limited... the information of faces (vertex colors&lt;br /&gt;
  and UV reside there) got lost.&lt;br /&gt;
  Solved it nicely with creating a large index table, and use bsearch() to&lt;br /&gt;
  get quickly the matching information.&lt;br /&gt;
  &lt;br /&gt;
  Then I noticed the render code needed fixes too for wire, no proper UV's&lt;br /&gt;
  were calculated over the wire edge.&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Bugfix #3552&lt;br /&gt;
  &lt;br /&gt;
  Another ancient bug in unified render... the lamphalo wasn't filled in&lt;br /&gt;
  correctly over sky, especially when the background had halos (or stars).&lt;br /&gt;
  &lt;br /&gt;
  Only shows when using filters other than box though.&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3579&lt;br /&gt;
  &lt;br /&gt;
  Saving envmap, with a filter set (like gauss) and with a percentage set&lt;br /&gt;
  (like 50%), saved envmaps with empty pixels inbetween the sub images.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  Three fixes;&lt;br /&gt;
  &lt;br /&gt;
  - On file reading, a check is added to see if a Pose has channels to&lt;br /&gt;
    missing bones. Poses are supposed to match an Armature completely.&lt;br /&gt;
    (Thanks for crash file, Johnny!... but how did you do it!)&lt;br /&gt;
  &lt;br /&gt;
  - Own collection: added depsgraph update on setting all layers (with the&lt;br /&gt;
    ACCENTGRAVEKEY). This also could potentially crash with modifiers&lt;br /&gt;
  &lt;br /&gt;
  - Renamed Xkey menu in NLA to more properly tell what it does. :)&lt;br /&gt;
&lt;br /&gt;
  #3592&lt;br /&gt;
  &lt;br /&gt;
  Normal rendering; adding gamma corrected halo could cause NaN's because&lt;br /&gt;
  of a negative sqrt().&lt;br /&gt;
  &lt;br /&gt;
  #3598&lt;br /&gt;
  &lt;br /&gt;
  Uninitialized 'alpha' flag in Image texture could cause render errors.&lt;br /&gt;
  Didn't show in OSX though... (stupid system here inits stack to zero).&lt;br /&gt;
  But, Ken Hughes found this, so all credits are for him!&lt;br /&gt;
&lt;br /&gt;
  Bugfix #3608&lt;br /&gt;
  &lt;br /&gt;
  More bump issues... Env made very nice examples, but all of it quite nasty&lt;br /&gt;
  to solve.&lt;br /&gt;
  Three improvements I found nevertheless:&lt;br /&gt;
  &lt;br /&gt;
  - bug in mipmap code for bump gave errors in one derivate, causing aliasing&lt;br /&gt;
  - when Image texture option &amp;quot;Clip&amp;quot; was used, the imagetexture function&lt;br /&gt;
    returned wrong value, causing the caller to create own normal based on&lt;br /&gt;
    color (zero!).&lt;br /&gt;
  - Mipmapped bump now also interpolates the samples (never did this...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OS X Nvidia work around&lt;br /&gt;
  Nvidia workarounds&lt;br /&gt;
  &lt;br /&gt;
  - partially working workaround for nvidia bug on Os X 10.4.3&lt;br /&gt;
  - brought back the raster ops hack for GT6800 with proper driver version&lt;br /&gt;
    check so that text works both on Os X 10.4.3 and older systems.&lt;br /&gt;
    this last patch was given by Kent Miller from Apple&lt;br /&gt;
&lt;br /&gt;
  Log:&lt;br /&gt;
  I hesitate to call it a bugfix... but it's a removal of a very ancient&lt;br /&gt;
  (2001) hack that enforced opening renderwindows smaller than screen size.&lt;br /&gt;
  &lt;br /&gt;
  The notes I could find referred to testing old 3d cards, which failed to&lt;br /&gt;
  give graphics memory for large windows. Another note was an issue on OSX,&lt;br /&gt;
  where the topbar and windowbar gets hidden otherwise.&lt;br /&gt;
  That latter case I corrected now.&lt;br /&gt;
  &lt;br /&gt;
  Will organize good testing for this, if there's issues, will uncommit :)&lt;br /&gt;
&amp;lt;section end=2.40-Source code-Bug Fixes /&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Blendify</name></author>
		
	</entry>
</feed>