Commit Graph

34880 Commits

Author SHA1 Message Date
d8d5bb6b9a BGE bug #18883: Softbodies being hit by ghost objects. Added a one liner fix in Bullet. I will also report the fix to Erwin so that it can be added to next Bullet version. 2012-02-05 13:04:13 +00:00
35c8226d28 Fix #30073: metaball + edit mode + proportinal edit hotkey
Was missed registration of PET toggling operators.
2012-02-05 11:42:20 +00:00
223216a36f BGE bug #21947: Softbodies not using object size. Fixed by scaling the shape before creating the soft body. 2012-02-05 09:32:35 +00:00
5e92c4e381 win32 quicktime: missing include. How comes nobody else got this problem? 2012-02-05 09:29:53 +00:00
761122da2f Code Cleanup: minor changes & sync with bmesh. 2012-02-05 07:40:15 +00:00
4acab3eb33 Code Cleanup: line length and use Py_ssize_t for PyC_AsArray utility function. 2012-02-05 02:04:26 +00:00
5c395b69f5 Fix for Luxrender boost::thread conflict, workaround now is to just not use it
in cycles and use pthreads instead.
2012-02-04 19:58:09 +00:00
04266c2225 Fix: non-power-of-two-textures were always disabled on ATI/Apple due to poor
support in some older cards, now it does a more precise check for problematic
cards so that it can be enabled on new cards that do support it properly.
2012-02-04 19:57:09 +00:00
4c7e769aa1 BGE bug #29133: Render to Texture not working. Fixed by using same viewport to render and capture. 2012-02-04 17:20:38 +00:00
fc0ce537ba fix [#29947] Blender crashes when duplicate bones
missing NULL check.
2012-02-04 11:59:09 +00:00
6927dcbf6f fix [#30068] Link Empty to Track python error
incorrect attribute used (likely code added since last release).
2012-02-04 11:12:18 +00:00
637bc0ddea Code Cleanup: pep8 edits 2012-02-04 11:10:41 +00:00
d84573386e Fix MinGW compilation due to recent font rendering changes.
GLEW_STATIC needs to be defined for static linking of GLEW or the dynamic entry points are looked up during linking
2012-02-04 10:02:59 +00:00
deec4ce0bc Code Cleanup: avoid double promotion. 2012-02-04 06:55:29 +00:00
Alex Fraser
a05fdb837b Fix for aliased fonts in the game engine.
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding.
 - Texture filtering is turned on for in-game text.
 - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix.
Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
2012-02-04 01:51:59 +00:00
dc97e07134 fix [#30060] self.report printed twice 2012-02-04 00:36:55 +00:00
1a3da5639e Fix #30064: Image editor: paint on image, rename image, undo -> crash 2012-02-03 20:12:21 +00:00
aeea1d394e Fix #30028: VSE Paste Strip Crash
Crash was caused by invalidation of ID pointers stored in sequencer clipboard
when using undo (undo leads to changes in IDs addresses in memory).

Restore pointers stored in clipboard in the same way as IDs are restoring
for user interface.
2012-02-03 13:08:44 +00:00
050963b6a9 fix [#27953] VSE: weird drawing and placement issues strips during 'E'
was calculating meta / effect in wrong order causing delay, now calculate selected meta's, then all effects after tramsforming.
2012-02-03 01:06:32 +00:00
0791993030 Minor Speedup: avoid for() loop over all faces in fluidsim by passing an example face to the mesh read function (also avoid a lot of int -> short/char conversions). 2012-02-02 23:58:46 +00:00
4e44b14927 Fix #30043: typing ctrl+Z in text field adds a square. For ascii these control
characters were already filtered out, do the same now for utf-8.
2012-02-02 21:46:29 +00:00
5c9ad8653a Fix #29921: render rasterization error in a corner case, only happened on 32bit
builds because of extended float precision, slightly tweaked code to avoid that,
so that it works the same as on 64bit.
2012-02-02 21:46:11 +00:00
e3958015db Code Cleanup: check is / is not when comparing singletons. 2012-02-02 21:07:56 +00:00
60dc2f521b Camera tracking: fix for Clean Tracks operator which used to always use
properties values from previous operator run instead of using values
from tool settings.
2012-02-02 19:37:50 +00:00
3b3d811bf0 Disallow fill caps for curves without bevel object.
It's getting complicated to detect which part of curve is actually a
cap in cases like extruded 2d curve with non-zero depth.
2012-02-02 19:20:51 +00:00
1471a1983c Fix for recent bevel cap option
"Holes" used to be ignored (i.e. when using "Text" as bevel object "e" wouldn't have a "hole").
Resolved by collecting all polys needed for top and bottom cap and filling them at once
2012-02-02 18:50:44 +00:00
aef11b52d0 Added option to fill caps of bevelled curves.
It can be found in Shape panel below Fill label. If this option is enabled,
caps of curve will be filled.
2012-02-02 15:15:52 +00:00
4aaf59324e Fix #27213: editing color ramp "Pos:" number value did not update the ramp
properly, when moving the current point before another.
2012-02-02 14:07:24 +00:00
8f01ad9bf8 Fix #29056: keymapping NDOF motion events not working correct. Motion even type
was missing in python.
2012-02-02 13:35:19 +00:00
01d0e279db Fix related to #30053: crash rendering scene strips without a scene (due to missing library). 2012-02-02 13:21:38 +00:00
45155785e3 own attempted simplification to previous patch was incorrect. 2012-02-02 11:12:41 +00:00
2c5d936c3a patch from Peter Stern to fix CMake building on OSX (without manual editing of configuration) 2012-02-02 11:08:48 +00:00
5d6527dd3e Patch #29705: Collada export didn't export mesh name.
Added name= parameter to geometry nodes in Collada export
2012-02-02 10:34:44 +00:00
6a30321434 Fix #29381: Navmeshs frees not guarded allocated memory and leaked
There were two issues discovered:
- Triangles mapping didn't free in buildNavMeshData if there's no recast data for an object
- KX_NavMeshObject used not-guarded allocation for polygons storage, but used guarded
  freeing stuff to free used memory, producing error messages in the console and leading to
  memory leak.

Wasn't actually harmful for users -- there was no memory corruptions and error happens only
when object was set up in a way when navmesh can't work in theory.
2012-02-02 08:48:43 +00:00
722e0d38ac Code Cleanup: de-duplicate bone space calculation ~(35 sloc) 2012-02-02 08:47:46 +00:00
ab4dbc6d78 fix [#30051] Copy Scale constraint overrides Inherit Scale from parent
space conversion in constraint code ignored inherit scale option.
2012-02-02 08:04:06 +00:00
38ad71f0fa Cleanup Only: replace numbers with defines. 2012-02-02 07:37:44 +00:00
dd86ae6e3b fix [#28296] File selector crash when with filepath property
disable browsing a file property within the file selector to avoid a crash.
2012-02-02 05:55:01 +00:00
d8c4e59f67 * fix for error in shape transfer (wrong var name).
* fix for error alligning object to the view when no space was set.

also added blenderplayer start to CTest operator blacklist.
2012-02-02 05:11:42 +00:00
369ae3d28d internal cleanup, check.
* remove duplicate operator, wasnt used.
* added check for duplicate types for CTest.
2012-02-02 04:59:30 +00:00
697e77a494 fix [#29666] Duplicate entries in bpy.types
Python operator subclasses and operator types each get their own SRNA, causing double ups for bpy.types.__dir__()

From the operator type - these share names.
* ot->ext.srna
* ot->srna

Note that this conflict is still there, this only disables 'ot->ext.srna' from being included in dir(bpy.types).
2012-02-02 04:43:35 +00:00
5a221dd0de Fix for possible memory leak on creation of a vector using Vector.Range.
It was possible to allocate an array of size<2 which would then raise an error on vector creation without freeing.

Fix to ensure the behaviour of Vector.Range was the same as for builtin range() function. When specifying 3 arguments, the step argument wasn't being used to correctly calculate the vector size.

Minor formatting edits for error messages.
2012-02-02 01:07:04 +00:00
ca927b5771 Fixed typo in tracking context creation. Wasn't harmful because because of definition value,
but better avoid such confusing assignment.
2012-02-01 19:36:39 +00:00
2f90477272 Camera tracking: regression fixed after recent frame postprocessing refactor
No-proxied frames using for 2D tracking used to be putting to cache which lead
to extra memory usage which shouldn't happen.
2012-02-01 19:06:21 +00:00
5adcf774ba Fix #30045: mesh.uv_textures.new() not returning correct layer when a layer with
the requested name already exists.
2012-02-01 18:25:13 +00:00
d7ce201e6a Fix #29104: keyframing motion blur samples did not work, made these non-animateable
now like some other render settings.
2012-02-01 18:25:01 +00:00
f193291b32 Movie Clip Editor: proxy sizes for original and undistortted footages are now controlling separately 2012-02-01 18:08:37 +00:00
d882f05b82 Fix: Bicubic bump mapping does not work for UVs outside the 0,1 range.
This issue is caused by texelFetch which does not take wrapping options into account as it uses unnormalized uv coordinates to access a texel. A hack was made to do manual wrapping in the shader. This is acceptable because texture wrap mode is always treated as "repeat" elsewhere in 3D view in blender.

Thanks to Morten Mikkelsen for pointing out the cause of the issue and providing the fix.
2012-02-01 17:47:13 +00:00
fb62923a84 Fix #30047: Bake from multires crashes if run while sculpt mode is active
Issue was caused by incorrect level used for lowres DM.
2012-02-01 16:56:48 +00:00
Lukas Toenne
e6efe93c09 Optional offset for fluid cache frame reading.
This was a request by Daniel Salazar. It adds a new frame offset variable to fluid sim settings, which can be used to display baked fluid sims at different times. Eventually this could be replaced by real NLA strips for cached data, but until then this is a simple way to have more flexible cache result usage.

Not strictly a BCon3 patch, but after IRC discussion with Genscher, ZanQdo and kaito decided to commit it anyway, since it's a small feature and makes fluid sim a bit more usable. Similar patch for point cache (particles, smoke, cloth) is being worked on as well.
2012-02-01 15:58:26 +00:00