Age | Commit message (Collapse) | Author |
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* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue.
* added scene.objects to replace scene.getObjectList()
* added function names to PyArg_ParseTuple() so errors will include the function names
* removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument.
* Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
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* I accidently broke the scons bit by chopping the node libs into pieces. I forgot that trunk hasn't had the nice scons cleanout I did in Blender 2.5 branch. Now everything should compile again.
It took a while because I tried to quickly do the same cleanup, but src/ is just not cooperating, neither is stock mingw (no @commands.txt tempfilemunge goodies)
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* chop nodes library into smaller parts to have scons/mingw not puke over long command-lines (the texture nodes pushed the limits).
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print filename:line with ShowDeprecationWarning().
Typo in scripttemplate_gamelogic.py
removed 2 unneeded typedefs
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* Missed some cases of using a 'char *' as an attribute
* replace BGE's Py_Return macro with Pythons Py_RETURN_NONE
* other minor warnings removed
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particleInstanceModifier_applyModifier uses getVertCo,which is not implemented by ccgDM.
getVertCo was used to simply perform a min/max, so it was fixed to use the apropriate min/max
dm->getMinMax(dm, min_r, max_r);
Maybe the fact ccgDM doesn't implements getVertCo/getVertNo is a bug, since it implements every
other DM function and its strange those are left out.
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material nodes
Without thread locking the function that allocates new threads, black dots appear in renders.
This wont affect composite nodes,
Ton/Brecht - this is possibly too many lock/unlocks but I timed the render from the bug report and it didn't make a noticeable difference.
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disabled for some reason.
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KX_PYATTRIBUTE macros. Fix compilation problem under Windows with strcasecmp: define it as stricmp
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Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.
Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
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getObject/setObject() & getLastCreatedObject()
also removed some warnings
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scene.getObjectList()[-1] works like a python sequence.
removed some STR_String creation that was only used to do comparisons, in a simple expressions benchmark this made logic use 4% less overall.
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self.
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was not recalculating the knots when the cyclic flag was disabled so the endpoint flag was being ignored until recalculating (extrude for eg).
Also removed unneeded re-allocation of curve knots which are always reallocated by makeknots.
Fixed another bug with which recalculating knots with the Python surface api. (mixed up u/v args to makeknots(..) )
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forgot to remove the cast from short to long when making x,y aspect floats.
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removed HDR loop that loaded 8bit color channels (which was incorrect)
and added a call to IMB_rect_from_float at the end.
This also means that char buffers wont be created if they are not needed.
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fix from Sebastian Kochman (raiq) - [#18022]
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* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
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crashes.
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Metastrip/Blend Mode related)
Workaround for a bug where dragging the playhead over a metastrip with blending on it could segfault blender.
Tried to figure out why the imbuf rect is not set, but for now a NULL check stops the crash.
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other shrink wrap settings)
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and 1.0 rather then 0-255
At the moment I dont have a way to test this.
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to a local image because the dropdown was blocked with a linked library error message.
Remove linked library checking from this image selector, this isn't quite correct since the texture could be linked too, however there is no access to the texture data (or other users) when this button is drawn.
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blackpoint, gamma, log.
Allow DPX's with different color channel types to load, even if they are unsupported.
Saving log DPX's is broken, the header will always be written with log off because dpxCreate is called before the image presets are set. However there is no access to image presets before running dpxCreate() so log data is written but the header always sets it off.
Made a fix for this but couldn't test because it seems loading log images is also broken.
Enable verbose DPX output when '-d' debug flag is used.
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update_changed_seq_and_deps and new_tstripdata
- Render stamp sequencer option wasn't ignoring muted strips.
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Fix for the transform fix. It's getting late...
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Fixed proxy scale problems in transform effect
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Fixed 64bit issues. sizeof(unsigned long) = 8 on 64 bit machines,
shame on me...
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* Fixed ntohl dependency (and hopefully 64bit issues)
* Video length detection fixed (tests for picture presence)
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vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
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by Jörg Müller (nexyon)
Since this area is not maintained, I can only say it works on my system (linux/32bit)
And nexyon assured me he checked over this patch well.
Blender using the deprecated function is not great, but nexyon's bugfix would not be available until the next version of freealut so better to work around it by using the new function.
Please test game sounds play back on win32 and Mac, in cases that it worked in the first place.
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- add metastrips now possible
- access to speed options
- access to wipe options
- added seq.startDisp seq.endDisp seq.update()
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Patch from Konrad Kleine
After read-home file (or restore factory settings) the opengl
lights have to be reset.
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This meant that changing the image size later on would still use the old size.
Set the relative blur size when executing the node too.
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but the checks are simple)
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This patch solves some major problems of the svg script :
- reading of the inkscape svg format
- parsing of the scientific numbers
- redundant arc data in the same path for only one command "a"
- blending of curves after several files import and at the end a more correct management of the current point.
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The problem was that Qt convert the text to the type
STRING or UTF8, that is why Blender can't get the text,
now should be work fine.
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and importer python scripts
from Michael Judd.
Also removed .keys() for a loop in impor_obj.py since its the default dictionary iterator.
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-compensating factor 1000 that comes from
pdDoEffectors() since Aug 2008
-give particles and soft body vertices the same
polarity on force fields.
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work in editing buttons if the object data was linked.
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Object rather than Text so did not work when assigning a text to it.
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