Age | Commit message (Collapse) | Author |
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Use new libs on win32/64. Make sure you update lib/windows or lib/win64.
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Hopefully this fixes Collada. Can't really compile that to check
here...
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This means that you don't need to have the view panel open all the
time, reducing the amount of scrolling required just to be able to
precisely position the 3D cursor at specific coordinates while
changing some other settings. While most of the settings in the View
panel are less likely to be frequently changed, the 3D cursor can in
some workflows end up needing to be accessed quite frequently.
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duplicate of BKE_curframe() which just takes two extra args.
For the few calls in the physics engine where CFRA+1 instead of CFRA
was being used, I've added a new BKE_nextframe() call, which will
calculate for CFRA+1 instead of CFRA in much the same way that
bsystem_time() would end up doing things (which means including
subframe steps).
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incompatible, and unmaintainable Time Offset cruft.
- Slow Parenting lives another day (just), although it now carries
appropriate cautionary disclaimers. It's only really for the Game
Engine nowadays, as that's the only place where it can possibly work
with any reliability.
- "Animation Hacks" panel is now "Relations Extras". I could've merged
the two panels, though I figured these options weren't that frequently
used to justify taking up screen-space by default along with the panel
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PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
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useful to have within blenders source dir.
For now treat translations as binary files - just access from 'release/datafiles/locale'
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also removed some unused function definitons.
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to replace an existing one.
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* Removed ob check and add a proper poll function.
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This option isn't supported because it behaves strangely in 50% of cases and
hopefully disabled x-mirror will stop users be confused by this.
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don't store operator instances and operator functions have access to the context if they need the current screen.
also add some more py api file descriptions.
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Small type cleanup, use `GPU_Buffers *' rather than `void *'. Should
be no functional changes.
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- remove 'path' pointer, wasnt used anywhere.
- remove comments about what each game flag 'bit' does, these are defines now.
- reduce the size of DupliObject 8 bytes.
also commented some of the struct members.
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physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
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- remove recently added sphinx reference workaround.
- tested doxygen, correct some warnings, set tab width and added pymathutils group.
- added convenience target 'make doc_doxy'
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navmesh
or no collision did not clear flag properly, causing soft body to still be
partially applied.
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selection mode.
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state.
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to reduce the amount of nodes needed to set up a simple texture.
These are currently editable in the texture properties tab, still need to make
them available in the node editor. Projection and color modification options will
be added later, they're not implemented yet but allocated already to avoid
version patches later.
Also an issue with the XYZ mapping is that when you set one to None, texture and
material draw mode doesn't draw the image texture well, OpenGL doesn't seem to
like the degenerate texture matrix?
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preset, and move depth of field settings to a separate panel.
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Separate DNA properties for bounding box used for bounding box display
in 3d viewport and bounding box used for collision detection in game engine.
Bumped subversion for proper updating old files to new system, but it
need more complex testing.
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Check for unique name when setting name for logic bricks.
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Use del key to reset values in widgets like color selection and histogram.
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object_camera_matrix(...) for x and y args, looks like an accident
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- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
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Added tree node id browser to Active Node panel so name of nodetree editing in
group node can be easily changed now.
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the console, useful for debugging and understanding the relations.
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by an object on a hidden layer. Dependency was set in the wrong direction.
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(in most cases it needed to do extra tweaks to values which was annoying).
Patch by Sebastian König.
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Operator sued to check incorrect property to check initialization.
Patch by Kalle-Samuli Riihikoski, thanks!
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block was written before 2.60 release, so it should be safe to move it into
if'ed block checking version number.
This patch should also fix bug #29147 which was caused by old->new particle
rotation mode switch.
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strings (better change then the one I made recently).
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* Renamed one of the two "File is Saved" entries, as having two
entries with the same name in the Datablocks viewer was confusing
* Edited the tooltip text for "speed" option for dupliframes to
clarify what it does (or what it's supposed to do)
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Due to changes with the way that dupliframes were being evaluated (one
of those being that the animation for the object being animated would
get reevaluated for every frame sample for dupliframes) to get them
working properly again sometime during the 2.5 series, the dupliframe-
sampling loop would be prematurely terminated on the first frame in
this example.
That is because after the first step of the loop, the ob->dupend
property would have changed its value as it was being animated,
leading to the loop terminating, and only the a single dupli getting
added.
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- correct error in own last commit for BKE_screen_find_big_area()
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