Age | Commit message (Collapse) | Author |
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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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Copy and paste error. Was using ob-ipo instead of conchan->ipo
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Now it is possible to clean IPO-curves using the call:
icu.clean()
There's an optional value to specify the threshold to use for cleaning.
This just wraps the internal clean_ipo_curve() function.
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* Fix for #17808: Can't compile using SunCC - gpencil.c uses DOS line endings.
Added some svn-properties on gpencil files and also keyframing ones that I added, so that this shouldn't be a problem anymore.
* In Node Editor, it is now possible to close an open Grease Pencil panel when there is no node-tree being shown (i.e. after switching between node editing modes)
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fixed tooltip for delay sensor - delay is in tics not frames
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kept as the original file, but that can't work correct for solving
relative paths once a .blend in another directory is loaded. The
reason it went OK with the apricot tech demo is that the images there
were lib linked into the level file, which still worked.
Now it sets G.sce to the current loaded .blend file. Note that the
python config file path still uses the first loaded .blend file so it
looks in the same location each time.
Also added some NULL pointer checks in the joystick code because it
was crashing there on Mac, there's similar checks in related functions
so I'm assuming this was just a missed case.
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Added missing check for this case.
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Thanks to Lguillaume for helping with this one.
Had to go back to bug: [#17631] PIL_dynlib_get_error_as_string() returns NULL, causes crash
and revert the fix and make some new updates.
function needs to return NULL so fix the functions that were assuming it
always returns a string.
Kent
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BGE. This bug fix applies only to games started from the 3D view. Now the BGE will use the layer and camera selected in the 3d viewport under the mouse when the user presses P. Note that there is still a problem with the restart game actuator but that's another bug.
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previous rigid body constraints: No Collision between linked objects if button is pressed.
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add 'Collision' button to disable collisions between bodies, linked between constraint.
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renaming a file on win32 would delete it because it didnt test if the 2 filenames were the same (case insensitive), and remove the 'to' file to make way for the 'from' file.
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Bug: [#17734] Loading a python script's help dosn't work
reported by Rian Tut (thanks).
Actual problem: scripts with spaces in their filenames were not supported by the code that registers scripts in menus and runs them. Added support w/o breaking eventual, rare scripts that parse the Bpymenus file. They will still need an update to support filenames with spaces, like done here for these scripts: Scripts Help Browser and Scripts Config Editor.
PS: tested on Linux. Please test on other platforms: just make sure scripts still appear in menus (the File->Export, for example), even after re-registering them (Scripts window -> Scripts Menu -> Update Menus) and that the Scripts Help Browser still works.
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I misread report, didn't know vertex bevel weights existed even!
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SHIFT+CTRL+E 'bevel weight' didn't support vertex selection mode yet.
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Definitely one of the oldest bugs ever (1995 or so).
Case is a path (child on path, or deformer, or motion modifier) where the
child is far away from path (300 units or so). In that case you can see
the path jumping to another position a bit after a few frames.
Reason:
For interpolating path positions, I was using bspline code still having a
very ancient constant 0.1666f.
Floats have higher precision, like 0.16666666. That solved it :)
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Image counter can be set to zero when unlinking images, whilst they can
be in use for texture. This is a temporary solution to prevent errors!
(Now image unlinking doesn't set zero users anymore)
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- support stopping of loop sound
- support stopping by python
- keep state of actuator in sync with audio device.
The lack of state sync was causing several other problems:
- actuator stop playing the sound
- sound chopped before the end
- not possible to pause sound
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ibuf1 & ibuf2
Submitted by Rob Hausauer (paprmh)
See the link for details:
https://projects.blender.org/tracker/index.php?func=detail&aid=17773&group_id=9&atid=127
Kent
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Added comments a few + stroke simplification code (hidden behind rt and userpref, adapted from theeth's etch-a-ton code). This shouldn't have any other adverse effects.
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the commandline 'nmake' to build blender on windows -- please test!
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when the sources are configured with OpenEXR support.
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Playanim now works for:
- tiff, cineon, dpx, hdr, exr
Only multilayer not, that's too much for a bugfix. Multilayer is a totally
different image format, handled separately.
ALso removed redundant printing for dpx/cineon.
And fixed crash in cineon when G.scene doesnt exist. Bad bad, should
not be there!
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libtiff init was missing on "Play anim", causing it to not read tiffs.
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Fixed tooltip for "double sided" so it clearly denotes it's about light. :)
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thanks ppClarity for picking up on this.
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COmpositor: Multilayer images in Image input node could crash on
making icon previews for the browse menu.
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----------
Add optional string argument to Object.newParticleSystem() method, so that
objects can link to existing particle systems (if the name of the particle
system is known). Also cleans up some code in Object.c which accesses the
particle sys listbase.
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NULL check missing in particle bvhtree testing.
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Someone managed to write over the protected part of ID name (python???).
This crashes blender in unexpted place, added error print for this.
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its type), then crash.
http://blenderartists.org/forum/showthread.php?p=1228670#post1228670
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Kent
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* Keyboard sensor - added (back?) support for qualifiers (Hold buttons in the UI)
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Reported by Bassam on IRC
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v1.27 - 2008.10.07 by migius
- exclude Stani's DXF-Library to extern module
- add "hidden mode" substitut: back-faces removal
- add support for mesh ->POLYFACE
- optimized code for "Flat" procedure
- modif FACE class for r12
- add mesh-polygon -> Bezier-curve converter (Yorik's code)
- add support for curves ->POLYLINEs
- add "3d-View to Flat" - geometry projection to XY-plane
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fix:
* web plugin works on opera too
sandboxing:
* added AppArmor configuration
* enabled privilege separation for the web plugin: the blender player can run as a lower privileged user, xauth token is generated on the fly .
testing:
* web plugin tested on ubuntu 32/64bit, fedora and FreeBSD
Changed only cmake build script: AppArmor is enabled by default, if you want to enable privilege separation instead, you have to change the cmake variable WEBPLUGIN_SANDBOX_MODE to privsep (or none to
disable it).
Warning: source/gameengine/GamePlayer/xembed/blenderplayer-wrapper.c must be setuid root in order to change user successfully
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due to jittering of the start position for antialiasing in a pixel.
Now it distributes the start position over the fixed osa sample
positions, instead of of random positions in space. The ugly bit is
that a custom ordering was defined for osa 8/11/16 to ensure that the
first 4 are distributed relatively fair for adaptive sampling to decide
if more samples need to be taken.
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Fgon flushing for EM_selectmode_flush() should not happen in face select
mode. That prevents 'select swap' or deselecting fgons.
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* use SDL events to trigger the sensor, trigger was being forced every tick. removed workaround for this problem.
* added "All Events" option, similar to all keys in the keyboard sensor.
This means every event from the joystick will trigger the sensor, however only events from the selected type (axis/button/hat) is used to set the positive state of the sensor.
* Added python function sens_joy.GetButtonValues(), returns a list of pressed button indicies.
* Removed pressed/released option for joystick buttons, it was the same as the invert option.
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When converting to armature, don't flag the first bone of each stroke as connected.
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