Age | Commit message (Collapse) | Author |
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place would reotate the UVs and VCols incorrectly
* Fixed an error that made IndexedLineSet and IndexedPointSet not load for x3d's
* Added support for opening gzip x3d/wrl files
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full python install. VRML97 files can be imported without python.
for details on what is supported see
http://wiki.blender.org/index.php/Scripts/Manual/Import/X3D_VRML97#Compatibility
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'show pivot' drawing in the viewport. Also added checks for some other
cases where this could happen.
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due to poor float-to-char conversion.
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- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference.
- Don't record collision on inactive sensor.
This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors.
The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
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- Reset hit object pointer at end of frame of touch sensor to avoid returning invalid pointer to getHitObject().
- Clear all references in KX_TouchSensor::m_colliders when the sensor is disabled to avoid loose references.
- Test GetSGNode() systematically for all KX_GameObject functions that can be called from python in case a python controller keeps a reference in GameLogic (bad practice anyway).
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view needs to be reset while moving to take care of view snapping properly.
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small update for release 2.48 - no need to re-tag
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* Fix for [#17651] Silent Install Issue
- make sure silent install is really silent ( /S on command-line)
* Improve installer to check for msvc90.dll
* Improve installer to check for py 25 install (using registry)
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Particle system crashed in convertblender, missing NULL check.
This fixes crash, render survives, but I doubt it was meant so...
Will leave it Janne to evaluate later.
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Salazar via IRC
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regression files, it showed small dark outline errors on envmap.
This commit rewinds bugfix #8437, which actually had to be fixed on
another location in code, which was done a few weeks ago. :)
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code, causing the "SamplesY" button to overlap others.
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Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.
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When Action Editor was maximised, Grease Pencil data disappeared. This was due to the screen-swapping that went on. Now, it uses the old-screen that was stored in the maximised Action Editor's screen (should be safe...)
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* Onion-skinning with GStep > 0 was not showing enough of a noticable difference between ghosts. Improved method of calculating this.
* Clicking in a Grease-Pencil datablock channel in the Action Editor would crash
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still can make 2.48
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(After this svn tag)
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proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.
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- insert key crashed when object ipo was in action, but action got unlinked
from object
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This fixes (works around):
[#13598] LOAD / SAVE: Segfault after attempting to load surround encoded file
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drawing object names in 3d window, zbuffered mode, didn't show up.
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wav file reading minor fix checking array bounds.
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Additional sculpt mode hotkeys to toggle Smooth stroke (Shift S) and Anchored brush (Shift A) . Menus are updated with hotkeys too. This is a real last minute one, but it was given the ok previously, and I've just had time to commit this for him.
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Grease Pencil panel in Sequencer and Nodes were not able to be minimised.
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"data" is aligned differently in this wave file and the buffer was read past its allocated length.
Fix this by searching for the buffer in increments of 2 (this finds the "data" for the wav file)
added a check not to allow the search to go past the buffer length, so corrupt wave files should not crash.
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setting the magnification to GL_LINEAR_MIPMAP_NEAREST but that is
only valid for minifaction, should be GL_LINEAR instead. OpenGL
driver should refuse setting this so should be harmless, but better
to fix it anyway.
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- Eraser now works in Sequence Editor. Cleaned up the code that handles Sequencer coordinate-conversions so that it should be a bit faster (doesn't need to recalculate offsets+scaling for every point that is made).
- Fixed mistake made in previous commit that made the pressure value (for tablets) an integer instead or a float. This should solve some of the reports of bits of strokes being missed on tablets.
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* Debug text drawing didn't disable textures correct leaving
texture state invalid, quite old issue.
* Multitexture materials didn't get enabled correct, recent bug.
Both pointed out by José Ignacio Romero, thanks!
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removed the duplicated function declarations.
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with tiled image textures in the game engine.
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/* for tiles, copy only part of image into buffer */
if (GTS.tilemode) {
return 0; //disabled for now, it causes crashes
See tracker issue here:
http://projects.blender.org/tracker/index.php?func=detail&aid=17819&group_id=9&atid=125
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Enable soft body collision clusters by default.
Add option to 'disable collision' button between soft body and rigid body connected by constraint (option was already available between two rigid bodies)
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for Nor texture inputs.
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didn't attach to the right materials to the lamp.
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previous commit, because it was causing performance issues for the game engine, apparently still is needed to solved issues with FSAA. Now instead it will still call this for blender but not anymore for blenderplayer.
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http://www.python.org/download/releases/2.5.2/license/
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