Age | Commit message (Collapse) | Author |
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Plus a few splits of very long lines…
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single_axis_angle_to_mat3(mat3, axis, angle), copied out from mathutils, axis arg is a char 'X/Y/Z' rather then a vector like axis_angle_to_mat3().
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Plus a few cuts in very long lines…
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- Use enum instead of back/front flags combinations.
- This flags behaves differently for 2d/3d curves so use different enums for them.
- This commit shouldn't change existing files.
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The only way to achieve this is to re-load editMesh.
After this commit you can't iterate through vertices and insert
hooks/parents from script anymore -- this operators are now
treated as topology-changing and shouldn't be used when iterating
via geometries.
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- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used
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at all.
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from their site:
adds support for OpenGL 4.2, new extensions, fixes bugs
remove ChangeLog, its missing from the 1.7 bundle, also remove html doc dir.
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its functions trace back to that file from 2.4x. (imapaint_tri_weights for eg).
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should have had this header added.
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from Bill Currie (taniwha)
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it disabled.
also remove unneed class prefix on function name for itasc.
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- remove saniy checks from blf_font.c, the callers now check instead.
- move duplicate code into defines (may move into static functions).
- move kerning checks into const values set at the start of the function, rather then checking on every character.
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autoplay on (Blender, not blenderplayer)
Autoplay misses uninitialisation, I'm just fixing the reported crash, it still misses all other frees, but as the program exits, we don't care?
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patch from Damir Prebeg with some edits.
Also made it so resizing the console view keeps the lower part of the text in view (could be annoying when you needed to scroll because of a resized view).
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PNG data on every draw.
now pass the ImBuf when callign the image button so we could have different images in buttons later on.
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some socket flags for cycles to avoid conflicts.
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glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex);
... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well.
Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font.
Gives 8% overall FPS speedup when displaying heavy UI in my test.
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assigning the 4th component of a float[3].
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instead get all colors at the start and index them when drawing curves in editmode.
also remove redundant NULL check.
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- use vertex array for drawcircball()
- add circball_array_fill() and call from drawcircball().
- for object center's rather than drawing 2 circles, create the array and reuse it.
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(fixes m_animatedlist crashes) and some whitespace issues with KX_GameObject::GetActionManager().
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geez, who coded the font object? or even worse, who did the dome code?
Don't coders talk? tsc tsc ...
Now seriously, KX_KetsjiEngine::RenderFonts() could be moved to inside the KX_Scene class. It probably should (so I could call it from inside KX_Dome::RenderDomeFrame()). Not critical, so not changing it for now.
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lost...).
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- also correct own script for running cppcheck.
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Initially problem was caused by updated version of mingw-runtime which
changed behavior of snprintf and vsnprintf so %lf isn't anymore valid
for doubles.
According to manpages, %f is a correct format for snprintf for doubles.
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also fixed own errors in recent static check commit.
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check_splint/check_sparse/check_cppcheck
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- remove redundant NULL checks on old code where it would crash if the result was NULL later on.
- add some missing NULL checks.
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- change short -> char for flags that support it.
- add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
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MDeformWeight** parameter (to avoid another vgroup searching).
Also added to Proximity a check in case vgroup would have no vertices in it.
Plus a few minor edits...
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- add descriptions for operator bl_options
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* Added an optional array of MDeformModifier pointers, to avoid another search based on defgrp_idx.
* Split out "add/remove verts from vgroup" functions, preparing their move to deform.c (if their current form is validated!).
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