Age | Commit message (Collapse) | Author |
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Bug #4484:
http://projects.blender.org/tracker/?func=detail&aid=4484&group_id=9&atid=125
A recent update to Draw.c made the button attr setter function not exit
where it should for one of the cases, when new and old strings had
same length (code was missing a "return 0;" line in one of the if
cases). Should work fine now, I don't get the error under linux anymore.
Also saw in the same function that a py object could be created but
was not being decref'ed in two other 'if' cases.
Thanks elbarto for reporting the bug.
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Node Editor.
Fix for a fix: cleanup of abuse of uiBlock accidentally disabled the
feature that only makes Node buttons accessible when visible. This to
allow Nodes to overlap and properly used.
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Changed Ctrl for upright into 2 toggles, X and Zkeys enable uprighting of the camera for each axis. Uprighting is also simplified.
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#4499 Fix for build of blenderplayer on windows/mingw/scons
fixes some invalid cflags for gcc on windows/mingw/scons
-if sys.platform=='win32':
+if (sys.platform=='win32') & ( Environment().subst('$CC') != 'gcc'):
cflags = ['/GR']
Patch looks ok but no mingw evironment here to test.
So mingw/sconsers to your testing stations.
We can always roll back!
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lot better though not 100% perfect abt 2-3px out.
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changed maximum length of the text entry to 399 to conform with Blenders limit.
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Wire render crashes in Linux (only!), but why? Using a calloc instead of
malloc fixes it, but that doesn't solve the real issue in the code.
I can only imagine that bsearch() in linux has a completely different
implementation...
Anyhoo; let's commit the calloc, at least then we got stable wire render!
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Node Editor:
Using the popup menu of an unused vector input socket, used a callback
function that lacked proper checking for pointers.
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A subsequent hotkey press like F5 now cycles through the sub-context in
buttons. However, this should not happen when clicking on Material icon
in outliner!
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- added one more countall() function
- undo works for (de)select all
- added empty line at the end of editmball.c
- added some comments
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When using Node Shaders, the OpenGL color (solid drawmode) in 3d window
was still using the base Material only. That's a bit counter-intuitive
yes... i've replaced this with a function that checks for the active
material node color. Not perfect, but at least interactive.
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Another old only-shadow material error: spot lights with ray-shadow still
calculated shadow on faces that were pointing away from the lamp.
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- Toolbox select menu in faceselect mode was calling object mode
functions.
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Sequencer: Image/Movie strips were printing in a 120 byte array, whilst
filepaths and names can go up to 240 now.
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On file load, a Curve deformation was not initialized when it
wasn't in a visible layer.
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Sequencer effect "Glow" did not work for float images (like render result).
Reason: threshold value for glow was still integer range.
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- when renderwin exists, but not used for render, the ESC timer check still
could return ESC event, due to missing flag clearing.
(For example in sequencer, a scene strip did not update on frame advance)
- option 'single layer' set in combination with render "Do Sequence" didn't
free the pushed layers.
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metacubes shouldn't disapear, when dx, dy, dz is too big, thanks
arsouille for pointing at right part of code (it was the oldest bug in
bug tracker)
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Settings for unsupported passes are cleared now.
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only realy detects if we're rolling, but not by how much.
Just clamped a max roll angle so you dont notice this.
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while adding this I noticed that lattice and metaballs were also missing countall() calls.
Added countall to metaball select, undo, duplicate (all the obvious places) - but its possible coultall() could be added to other functions especialy for metaballs.
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the object was in an unseen layer.
Now you can leave faceSelect/UV mode while the object is hidden but not enter it. This is how editmode works.
Tweak to crease comparison.
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flags.
A problem with the current flag seting in Mesh is that Mesh needs to know of all possible flags or setting a flag can raise an error from the faces own unrecognezed flag.
also stopped the active face flag raising an error so pythoners can do face1.flag |= face2.flag without checking for active face flags. if the flag is a part of the arg its removed quietly.
Checked Mesh flags, face modes and edge flags, should all be ok now.
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The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
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(Note; this value is stored in the curve when you make it, so you have
to remove the curve and insert it again...)
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Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.
Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
option that shows previews (in code as well as functional!)
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Set SO_REUSEADDR on server-socket, since otherwise, frameserver will barf on
second start.
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When faces (like in cubes) have exactly 90 degrees angles with other
faces, the check for a vertex-normal flip became random, caused by the
infamous bad floating point resolution.
Solved with including FLT_EPSILON in the check.
Also: minor optimize for readability and removed dutch function name
(contrpuntnorm -> check_vnormal)
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Fix for bugfix! The code added to solve Driver lag should not be called
when Bones in Armature are drivers (only when Objects are drivers).
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Material Node trees needed support in IpoWindow still, it was only showing
the Ipo for the (defunct) base material. Now it follows the active Node.
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camera view for the actua flying as it did before.
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Made internal ffmpeg-libraries link by explicitly specifying the archive-files.
(Thanks GSR for pointing this out)
Otherwise, blender always links to the system-libs.
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Using Weight/Vertex Paint, the current color was not reset, causing Object
name or axes to draw in random colors.
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modes catch the UKey for undo before face select.
I was having to switch out of face select to undo then go back into face select mode.
FaseSelect+WeightPaint is very usefull, while wait painting its very unlikely youd want to be UV mapping faces.
Also Made all space.c's c++ comments into C style.
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wasnt, this seems to fix it. memory corruption is an unlikely resion because its the first check.
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unset.
also added LOOSE to the EdgeFlags dict.
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Another erroneous assumption based on my Ogl problems...
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current scene. added exceptions for both and notes in the EpyDocs.
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Merge conflict indicators left... arghh.
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Added Cygwin / mingw default location also
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forgot to commit nan_definition changes
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Added extern/ffmpeg.
Gets only build on WITH_FFMPEG=true and NAN_FFMPEG = LCGDIR/ffmpeg.
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rendering completely. Making ESC (push window) work confusing or even
save images in Anim (and crash).
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When using the Object buttons (F7) menu to parent an object, a check was
missing if object might have been library data.
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has both geometry-normal displace as texture-normal displace. The first
didn't get stencilled.
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defaults.
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