Previous text could make think this func was checking whether a point was
inside and on the face, while it actually checks whether the projection
of that point onto the face is inside its boundary...
There are more flags that trigger this assertion, so I want to discuss
an appropriate way to fix it before changing them all.
This reverts commit b1191e5caf.
rna_RenderSettings_use_game_engine_get() in rna_scene.c would return 0 or 2,
whereas the assertion in rna_access.c:1843 indicates that boolean values
should only be 0 or 1.
problematic (still!)
It seems due to floating point precision issues we have to account for
even more cases.
Added colinear check for one more triangle edge-vertex and assumed that
if no collision test is found then triangle is completely inside box.
Such cases are mostly from float precision not catching triangle just
outside bucket. Now tests are much better for simple tests (paint/flood
fill cube from ortho view, paint sphere), however there are still some
rare cases of stray pixels.
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.
Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).
{F142195}
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D1074
Null check to verify that parent has a character controller. Otherwise (i.e empty) it will crash.
Reviewers: moguri, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1115
Move physicsid type to unsigned long long to avoid crashes on Windows 8.1 64bits.
Other systems also modified to put them inline with this solution.
Reviewers: dfelinto, brita_, moguri, juicyfruit, campbellbarton
Reviewed By: juicyfruit, campbellbarton
Subscribers: juicyfruit
Differential Revision: https://developer.blender.org/D1122
bounds indices of vertices.
Issue here is that if we copy edge customdata the MEdge data that were
previously written get overwritten, solution is to write indices and
flags last (probably writing flags is superfluous here).
Adds bpy.app.sdl to expose SDL version information.
When SDL is not available on a Linux system, certain Blender features
are silently disabled (like joystick support in the BGE). This change
is the first step towards making it more obvious why something isn't
working.
SDL information is exposed to Python via bpy.app.sdl, in the same way
as OCIO and OIIO information is exposed.
Generated system-info.txt contains SDL loading method (linked or
dynamically loaded by Blender) and SDL version number.
Reviewed by: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1112
There was a problem with the copy/paste functionality, where it would be possible to
paste 3d strokes into 2D editors, or 2D strokes into the 3D view. The problem with
that though is that these will not show up, and because there's no feedback at the
time, users may end up doing this pasting several times.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).
This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
Real issue is that temp area used to draw modal filebrowser is never saved,
so non of UI 'edits' (like UIList resize, regions resize, panels reorder, etc.)
are ever saved. Should be addressed, but no time for that currently.
It is now possible to switch between drawing and erasing strokes when in
the modal "Continous Drawing" sessions. This makes the drawing experience
just a little more fluid, saving some unncessary steps to get out of
the editing mode to activate the intended tool.
TODO: Is there interest for tablet support for this too?