This was something users found since tracing got into blender, having
sometimes small 'dots' or bright pixels or missing reflection rays in
an image. Thanks to the very simple sample file I could disect it...
it appeared to be an incomplete check for all numerical exceptions when
you traverse the octree nodes. Very technical, but clear comments are in
the code to explain ;)
CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
I made some modifications to it to clean it up a bit.
I entend to do some more dxf stuff in the near future but figured
this is ready to go for now, and trying to clean up a bunch of small stuff
I've had sitting around for awhile. ;)
Kent
adds new features for indenting and commenting.
Note: I am not sure if the best menu spot for these features
is under the Select menu, but we can argue about that later.
They do work on a selection, though.
from the mailing list post:
1&2. Added Indent/Unindent under Edit->Select
just select the text you want to indent and go to the menu (
note if nothing is selected Indent will just indent ( tab )
the line the line )
3&4. Added Comment/Uncomment to the same menu
same applies as above
5. Added Tab setting on the menu bar in text editor
Sets the number of spaces a tab ==
changing the setting will change the hole script
6. Added Auto indent
when you hit enter it goes to the next line at the same
tab number and the line above it ( needs more testing and input)
Field render, and field option for image texture, had error due to
returns in middle of calls... this bug was there already for long
while, not much used eh ;)
fix for problems with NMesh vertices.
plug some more leaks in matrix module.
new vector method newVectorProxy().
In BPy-Land, we have overloaded the meaning of our Vector
type. One use is for vectors in the traditional mathmatical
sense. The other legacy use is as a proxy for Blender data.
The recent memory leak fixed have lead to the Vector type
behaving as mathematical vectors.
However, the NMesh module is still using Vector types as a
proxy to manipulate NMVert data. To support this usage, in
the vector module there is a new factory method
newVectorProxy(). This creates a Vector that references
memory outside the Vector. Vectors created by
newVectorProxy() do NOT free their referenced memory. The
newVectorProxy() is used only in bpy code and is not exposed
thru the scripting interface.
Anyone using newVectorProxy() must be aware of object
lifetime and scoping issues because the returned Vector
holds a pointer to memory it does not own. This works in
the NMVert case since we are referencing memory belonging to
the NMVert object via an NMVert method.
Since color is stored RGB only in Blender, the conversion from and to HSV
causes values to be clipped all the time.
Solution found is adding a persistant hsv storage to the uiBut struct, and
have it working on that only while hsv button is open. Still, after usage
(leaving picker) the conversion will change values to rgb.
Also added; redraw event for editing buttons, to show correct changed
color while using nkey picker
"Home" or "View All" in NLA window didn't set a good result in all cases.
Now it uses the Scene start/end frame, which isn't correct always, but at
least gives results.
NLA and Action drawing is total mess! Certainly nice job for cleanup for
next release.
weakness in design.
Issue was: if you delete the 'mother metaball', which is an object with
name without a number, the entire metaball family isn't polygonized. Sofar
so good, where it not that rendering still worked, because it searches all
objects in the scene for a family member with lowest name.
Doing such a search within the main drawing loops will become a major
slowdown, so this better isn't done.
I don't mind sticking to (documented) consistant behaviour. Alternative is
a flag in object to denote it's a Mother Ball, and check for that instead.
This isn't nice to code in current Blender though... we don't have a signaling
system where to insert such tests reliably, making it very hackish.
Jiri; I hope you can agree with the solution! :) Just want to have tracker
cleaned up, refine it to real bugs.
- bug #1307; copy full scene didn't update links in constraints
(was an oldie bug!)
- also fixed same for Hooks, which even't didn't duplicate yet
- HOME in outliner (show hierarchy) now only does current scene
when adding first ipo curve position, editmode on the curve shows weird
handles, which solves when adding the next keys though...
Fix is that it sets all handles on zero size now. (is auto-handle, so no
harm done)
Problem was dynamic linking of files with game logic. The links between
sensors/controllers/actuators got lost.
Never though i'd still understand the code, not too bad at all! :)
Some 3d cards, IBM mostly, crash when glBitmap draws while in glPicking
mode (for select).
This was fixed for empty objects before, but armatures also draw bone
names... here the check for 'picking' was added
There's an ancient code in Blender to denote a projected vertex coordinate
is invisble, it sets the x coord at 3200. :)
This wasn't updated while coding loopselect, nor edge select. Causing in
extreme zoomed in situations vertex selecting go wrong.
Also added; option "don't load GUI" in fileselector doesn't get saved in
files.
fixed bug: #1633 Memory leak in M_Mathutils_Vector
The math types ( matrix, vector, quad ) now make
copies of data passed to them rather than holding
a pointer to memory that cannot be freed, or that
may go away unexpectedly.
This also clarifies the problem of who is responsible
for freeing memory allocations.
Pre-checkin files are tagged mem_leak-1 in case this
breaks something.
circle selecing. I can't find clues (thanks k-rich for help!) what it
exactly causes...seems like inverted draw + glStipple + draw circle
somehow confuses a driver... we can live without i guess?
This commit is to verify it now works ;)
check in theeths commit of 20h ago. :)
Theeth; the signal I added (for normal) was hackish, as noted in comments!
Hopefully in new transform that all will be nice.
When you PAD-enter on a popup-number button (like for add circle) it
accidentally de/increased the value before assigning an "OK". Fixed.
Also: restored functionality that allows to use Enter keys as a mouse
button click. This de/increases values now, opens menus, etc. Not in
pupup or pulldown menus though!
Made extrude along normals more sane. Now behave like a move along an arbitrary axis (including Ctrl/Shift applications and typemode). Also prints "Along faces normal" in the header, to tell the user what's happening.
- outliner bugs:
- shift+click on icons opened new window types
- click on world of other scene, makes that scene active
- deleting objects from multiple scenes crashed
- Rename!
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare :) But it uses same
code as buttons in Armature-Editmode now, without even needing EditMode :)
When renaming a bone, the Outliner makes the Object active though.
- PageUp / PageDown keys
Do what you expect.
- ALT+B loop edge select loop
- SHIFT+R loop face select loop
(both work with ALT+select too)
- CTRL+R loop cut
- Kkey menu, loop select/cut and knife
- and ALT+select on edge always selects a loop now