Age | Commit message (Collapse) | Author |
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Most Surface (NURBS) tools in buttons didn't add undo pushes.
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Makes colorband GUI display proper color interpolation
(for real this time)
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sequences. Better detection of end of video.
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function as partial search entries.
- this means you can do BF_QUICK=bf_ and it would build all libs that contain bf_ in their name. This makes
it easier to use, since you don't have to remember the exact names
* Update documentation to mention scons-local.
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* add two optional arguments to control click step and precision of Number buttons.
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Modified to work in linux too, on my system subprocess.Popen(appstring) only works when appstring is a list.
Blenders __import__ didnt support keywords like pythons causing the subprocess module to fail for me.
added keywords to blenders c/api import to match pythons.
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You can specify a image name (starting with 'IM') instead of a material
name in VideoTexture.materialID() and return the material ID matching
this texture.
The advantage of this method is that is works with blender material
and UV texture. In case of UV texture, it grabs the internal material
corresponding to the faces that are assigned to this texture. In case
of blender material, it grabs the material that has an image texture
matching the name as first texture channel.
In both cases, the texture id used in VideoTexture.Texture() should be 0.
Ex:
matID = VideoTexture.materialID(obj,'IMvideo.png')
GameLogic.video = VideoTexture.Texture(obj, matID, 0)
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The problem is that the audio_fill_seq function try to load the hd file
if the sequence don't have it, but it join the two string (directory path +
file path) without the / (Linux... \ Windows), so the result is a wrong path.
I change the the strncpy and strncat function for a BLI_join_dirfile (like
the reload_sequence_new_file) and all work fine now.
Also note that the "them go" that Luca report is (or what happen here) the
ctrl+z function, and now both case work fine here.
(interesting.. date from Feb 05.. 2006 ;)
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about the name changes.
Here they are.
Platform managers, double check that the compiler flag options still work.
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The FFmpeg library allows to load image files. Although it is possible
to load images using the VideoFFmpeg class, it is not very efficient.
The new class VideoTexture.ImageFFmpeg is dedicated to image management.
Constructor:
-----------
VideoTexture.ImageFFmpeg('image_file_name')
Opens the file but does not load the texture yet.
The file name can also be a network address. It can also be a video
file name; in that case only the first image is loaded.
Methods:
-------
refresh(True)
Loads the image to texture.
You just need to call it once, the file is automatically closed after
that and calling refresh() again will have no effect.
reload('new_file_name')
Reloads the image (if new_file_name is omitted) or loads a new image.
The file is opened but the texture is not updated yet, you need
to call refresh() once to load the texture.
Attributes:
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status
returns the image status:
2 : file opened, texture not loaded
3 : file closed, texture loaded
image
returns the image data as a string of RGBA pixel
size
returns the image size [x,y]
scale
get/set the scale flag.
If the scale flag is False, the image is rescale to texture format
using gluScaleImage() function, slow but good quality.
If the scale flag is True, the image is rescaled using a fast but
less accurate algorithm.
flip
get/set Y-flip flag.
Set to True by default as FFmpeg always provides the image upside down
filter
get/set filter(s) on the image.
Example:
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works, provided that you don't set repeat and also no need to refresh all the time.
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all scripts
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* accidently left priority tests around.
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* add support for building redcode on win32/msvc, but disabled for now, as there are linking problems
- I cleaned the redcode sconscript - the copying of headers within the source tree is not a clean solution
This needs to be fixed later on. For now, lets use redcode from extern/ until a better way is found.
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* BlenderLib now expects lists for all compiler related flags (release, profile, debug, warn).
I changed the default config files, but do double-check your user-config files, esp. if you did
a full copy of an old default platform config
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rather than right -> left. This is how it works now:
http://mke3.net/blender/etc/constant_ss.png
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CPU, add RGBA source filter.
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with Python get-set method and module object.
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This can be useful for toon shading etc.
Example: http://mke3.net/blender/etc/constant_ss.png
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Kent
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error in blenderplayer)
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ALT+select face-loop on mesh with hidden faces ignored the hidden part.
Also caused errors on deleting faces that way.
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Also: buttons for logic, controllers, didn't line up correct when
multiple objects were selected (too little space)
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Python dict error: when trying to access a Bone via a key, and the key
was not found, a wrong error message got printed. Fix provided by
reporter Gregor Riepl. Thanks!
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Python2.3
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Starting Blender with -d turns info logging back on.
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Black dots appearing in mirroring 3d beveled curves, when using orco
texture coords. Appeared there was memory read just outside of the
allocation.
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random" problem
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When entering a wrong expression (or garbish) in a Nkey panel button,
the cursor jumps to the place where the button was clicked. On failure
the button could return a B_NOP, not a 0
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* When making a proxy, the lib linked IPO driver was also changed to
point to the proxy object, and after undo this local proxy object
was replaced so the pointer became invalid. In fact it is not needed
at all to change this because the IPO code maps the pointer to the
local proxy object already.
* Undoing the make proxy operation would crash because the proxy_from
pointer in the library linked object would still point to the removed
object. Now it clears all these pointers before undo, because on each
undo memory file read they will be set again anyway.
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