Age | Commit message (Collapse) | Author |
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Problem was caused by different limits for "last" mipmap: it was 1x1
for mkaing mipmaps and 2x2 for re-making.
2x2 should be enough for mipmap.
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- Recreate mipmaps if they're dirty when drawing background image
(this prevents "delayed" update of background image when you're paiting on it
in image editor).
- Mark mipmaps as dirty when inverting image channels.
TODO: there's memory leak caused by IMB_remakemipmap, but it'll be
anuther bugfix commit after discussion with other devs.
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not work
also minor formatting fixes.
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with upstream nvtt
submitted by Amorilia
This updates the DDS module with upstearm nvtt (r1042).
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- In Drivers mode of Graph Editor, expanders for sub-object data were
not working at all. This was because they were getting overriden by an
errant ob-level drivers check
- Adding drivers from py-api didn't update Graph Editor
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The following script would fail:
#ob = bpy.context.active_object
pb = bpy.context.active_pose_bone
pb.bone.driver_add("hide") # <--- exception here
The RNA-path function for Bone assumed that when it got called, it's
"id_data" (or owner-idblock-pointer) would only be ID_AR (i.e. an
armature). However, in the above example, pb.bone has ob as its
id_data, resulting in an invalid RNA path getting created. Added check
for this case, since it's likely to be common
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The tracker description:
"This patch fixes this bug:
http://projects.blender.org/tracker/index.php?func=detail&aid=25487&group_id=9&atid=306
This was accomplished by making sure the KX_GameObject's object color gets set during the conversion process in the method gameobject_from_blenderobject. Otherwise all the values for object color default to 0. The reason adding an IPO worked as a work around is because it set the object color."
The bug report mentioned is bug [#25487] "BGE: Object Color only works when it has a keyed frame"
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Sebastian Korczak
(patch co-reviewed by Nathan Letwory)
Overview: GHOST using rawinput for keyboard input. GHOST window receives WM_INPUT only when it is the active window. Child window cannot be active, so when embedding blenderplayer, WM_INPUT is consumed by top level parent window (for Burster it is the web browser window). Patch register raw input device as 'inputsink' - it makes GHOST window receives all keyboard messages. Window procedure check if GHOST window is active or focused.
::TranslateMessage(&msg) generates WM_CHAR etc. messages from WM_KEYDOWN, WM_KEYUP etc. Because of using RawInput only WM_INPUT messages are processed, so we doesn't need WM_CHAR, WM_KEYDOWN etc. [this is why ::TranslateMessage is no longer getting called].
Note: It's responsibility of the parent window (aka the wrapper) to send WM_SETFOCUS to child window (embedded blenderplayer).
However some parent windows (e.g. webbrowsers) will not send WM_SETFOCUS to the child window when someone clicks on it.
In those cases the blenderplayer needs to be patched to call setFocus(&msg); in the event of WM_LBUTTONDOWN (see GHOST_SystemWin32.cpp)
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Submitted by Amorilia.
DXT1 .dds textures with 1-bit alpha channel have their alpha channel imported in Blender.
The patch also makes change to contact info for the patch submitter.
I left the sync with upstream nvtt for another commit.
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Added new option to find panel of space text which toggles
case-esensitive search.
Additional changes:
- Send NC_TEXT|NA_EDITED when removing markers in find_and_replace modifier
this prevents "sticked" markers which disappears on first redraw when
search text wasn't found
- Do not show "Text wasn't found" error when text to be searched is contained
in the end of buffer and it's selected. Replacing/marking used to happen, but
this popup message was really annoying for this case.
TODO: It's incorrect to use UI_GetThemeColor4ubv from this operator
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& up axis between different apps on import/export.
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layer.
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sequence plugins, as was already done for cmake, they don't work in 2.5.
This is a fix for last commit, this file shouldn't have been included.
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anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
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driver letter on Windows that does not exist
by Brandon Ehle (azverkan)
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patch by Ryakiotakis Antonis.
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RNA functions holding string pointers by making a temp copy of the string and freeing after the function is called.
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python strings are not static so dont hold pointers to them within blenders UI.
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this isn't a fix but GetModuleFileName is returning a name that doesn't exist, so finding python after this isn't working.
Show a popup that the path has an invalid name so at least the user can move it.
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* The unphysical particle damping wasn't scaled according to the timestep.
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scale fixes size header buttons by DPI
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also change from blender from 'release' back to beta so new docs don't overwrite the 2.57b release docs.
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were not well maintained.
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loopcut now follows 'Release confirms' user preference.
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allow un-setting operator properties.
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- BLF_height_max
- BLF_width_max
- BLF_descender
- BLF_ascender
use for tooltip and image stamp.
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- Constructive modifiers are enabled by default in sculpt mode.
- There's option to disable all constructive modifiers in the "Options"
panel of toolbox in sculpt mode,
- Use one column in options panel to make strings easier to read
- No modifiers would still be applied on multires
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broken.
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- installing an addon which creates a new script directory didn't add this to the sys.path.
- installing the addon was meant to set the search string to the addon name but was broken.
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don't show the option in the file sel, it only has effect when set before invoke.
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ED_object_constraint_update().
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ITASC IK solver data wasn't being cleared when constraints were removed, would access freed memory and crash.
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Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF
The patch can also be found in http://codereview.appspot.com/4431072/
##############
This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window.
Usage:
blenderplayer.exe -i 123456 -m 16 file.blend
where:
123456 - parent window handler (integer, default: 0)
16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1)
##############
This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =)
The Multisampling work for blenderplayer as a whole.
Missing functionalities:
- to expose the multisampling to the ui (so far it only works in console)
- window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over)
- handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together.
Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
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