8a977cbcc9
fix compilation for MinGW by substituting qsort_r with qsort. What aversion do MinGW guys have for including '_r' variants of functions anyway?
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Warning: a clean build will be needed probably to account for recent merge changes, or link errors will occur.
2011-09-13 19:51:58 +00:00
e67b2ee6eb
quiet compiler warnings
2011-09-13 14:38:05 +00:00
7d02e66256
svn merge -r40000:40179 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-13 10:05:30 +00:00
92089e3c4d
svn merge -r39900:40000 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-13 09:07:20 +00:00
9c4165fde0
svn merge -r39800:39900 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-13 07:19:36 +00:00
b310a76a1b
svn merge -r39558:39800 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-13 06:39:17 +00:00
ee32d36a59
fix [ #28635 ] Mirror Modifier - Clipping still active when modifier is disabled
2011-09-13 05:00:54 +00:00
71f9397541
Fixes #28599 : Wrong re-assigning of layers in RenderLayer comp nodes when deleting a render layer.
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Also added the check of comp nodetree of all scenes, as others might also use that scene in their compositing!
2011-09-12 17:27:02 +00:00
124d16aa14
correct bad maximum value, for wile-loop node, outside the range of a short.
2011-09-12 15:29:37 +00:00
97c78e25f0
fix for opencollada crash with r40164, missing NULL check.
2011-09-12 13:59:23 +00:00
Nathan Letwory
1dcf9c636c
Fix [ #28614 ] Collada Exporter does not export Ambient term
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reported by Steiner Bernhard
ma->ambX is calculated only on a render, so instead of relying on those values compute them manually.
2011-09-12 13:20:24 +00:00
e16ba13251
use vector size and const args where possible (no functional change)
2011-09-12 13:00:24 +00:00
Nathan Letwory
4a9a0ec3e4
Code shuffle so function has only one exit point.
2011-09-12 10:57:41 +00:00
46aede579e
Fix for bug #28332 : Smoke Simulation rendering artifacts.
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Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
2011-09-12 09:55:04 +00:00
b8bf0ee822
Fix #28613 : SEGFAULT: When setting Best-Quality on a Bump Map in GLSL viewport
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Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
2011-09-12 09:47:28 +00:00
156e96762b
fix for changing font sizes with recent utf8 speedup
2011-09-12 09:12:34 +00:00
d9894af950
Fixed "bug" #28611 : Subdiv value for icosphere should not be below 1.
2011-09-12 08:27:21 +00:00
5d695ed84a
Recast: attempt to fix compilation problem in Linux.
2011-09-12 07:38:00 +00:00
9a1f3c587e
- fix for mesh_get_mapped_verts_nors copying short normals to floats without scaling.
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- BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
2011-09-12 04:29:35 +00:00
4bd0a2ba2d
replace VECCOPY -> copy_v3_v3, added copy_v*_v*_short too for typesafe copying, some parts of the code are copying float -> short normals without scaling. fix coming next.
2011-09-12 04:14:12 +00:00
471a86bf9c
cleanup for object color theme (no functional changes), could set the opengl color 2-3 times per object.
2011-09-12 01:43:20 +00:00
56460a0340
fix for passing NULL to strstr() in visualkey_can_use()
2011-09-12 00:13:49 +00:00
2827ee26e5
fix for ntreeGPUMaterialNodes(), using uninitialized exec pointer.
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also commented some set-but-unused variables.
2011-09-12 00:00:21 +00:00
8f9fa6a400
== Sequencer ==
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Fixed silly bug, that activated proxies at the wrong time.
2011-09-11 21:46:24 +00:00
16406dce64
Found other problems similar to bug #28619 in other primitive_add ops… Will continue to chek!
2011-09-11 15:33:33 +00:00
f6822aa3de
Fixed bug #28619 : values of X/Y grid size were allowed to be below 3, when adding a grid primitive.
2011-09-11 15:26:46 +00:00
0e3856d506
Fixes for Win+SCons and disable recastnavigationif game engine is disabled in SCons
2011-09-11 15:17:54 +00:00
b988a2abf8
Recast: fix bad level calls, Recast compiled out if BGE not enabled. SCons updated but not tested.
2011-09-11 14:13:04 +00:00
ab2fc6f106
Audio:
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* Fix for high quality upsampling which was wrong.
* Fix for doppler effects which were calculated wrong for scenes.
* Improved animation evaluation at the beginning and end of a scene.
2011-09-11 12:24:11 +00:00
5f62f5c6fe
move maxseq define into DNA.
2011-09-11 10:35:26 +00:00
64aa651b1b
speedup for editmesh drawing.
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- avoid needless context switching quad/tri, flat/smooth.
- dont call glNormal3vf() lighting is disabled.
gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
2011-09-11 10:23:26 +00:00
933a19c997
Game Engine:
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Fixed some more abbreviations in the UI.
2011-09-11 10:00:43 +00:00
c400046702
speedup font drawing:
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for ascii characters in a utf8 string use glyph_ascii_table lookup rather than call blf_glyph_search(), otherwise fallback to blf_utf8_next() and blf_glyph_search().
2011-09-11 08:12:16 +00:00
ee154197f2
fix for error in own commit r40108.
2011-09-11 07:06:21 +00:00
5fdbfbaf3a
replace magic numbers for flags for uiSetRoundBox();
2011-09-11 06:41:09 +00:00
cfa83b0888
use vertex arrays for 3d view grid floor, reduce calls to glColor3ubv. clanup some unrelated odd formatting in draw_rotation_guide.
2011-09-11 05:50:44 +00:00
57fcea44df
draw grid lines in 1 loop rather then 2.
2011-09-11 05:10:27 +00:00
dd31b3265a
change grid floor loop
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- split out axis drawing into its own loop (makes it more readable)
- left GRID_MIN_PX at 1.0 by mistake last commit.
2011-09-11 04:56:32 +00:00
6eaae376a8
simple changes to grid drawing logic.
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- make ortho grid drawing use vertex arrays
- make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line.
- make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason).
- add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.
2011-09-11 04:31:09 +00:00
599cd56f53
minor edits / cleanup - no functional changes.
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- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
2011-09-11 02:50:01 +00:00
3a5f2272ad
cmake edits to navmesh so includes are not added unless the game engines enabled.
2011-09-11 00:08:07 +00:00
fbf3a76f1d
Fix #28609 : UV Sphere Operator Panel allow Segments and Ring to be manually set to 0
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Set hard min for segments and rings to 3.
Lower values doesn't make real sense and can only confuse.
2011-09-10 16:46:30 +00:00
4e9381bc35
Fixed for navmesh on FreeBSD. Oatch by sambler, thanks!
2011-09-10 14:55:14 +00:00
782a7a3677
Change priority for editor util library. Gave linking errors here.
2011-09-10 14:28:34 +00:00
bdd4aa27b0
Another set of fixes for recats: osx uses different order of arguments for sort_r
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and it's callback.
Also do not use char constants like 'NAVM' which is casting to int.
And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
2011-09-10 14:12:15 +00:00
322dbc9a0f
use vertex arrays for wireframe octahedral bone drawing.
2011-09-10 12:07:16 +00:00
357febc168
fix for building with collada and some other warnings
2011-09-10 09:38:38 +00:00
8ed1c07a7b
Navigation Mesh Modifier:
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* Fix scons define for operator append
* Don't use abbreviations in the UI.
2011-09-10 09:21:46 +00:00
571f7db529
MSVC build fix by MiikaH for NAVMESH. Thanks! :)
2011-09-10 09:06:42 +00:00
e86bda9a5b
Compile fix for scons:
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* Don't compile with navmesh_conversion.cpp if Game engine is disabled.
2011-09-10 08:25:03 +00:00