Age | Commit message (Collapse) | Author |
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Buttons drawing of floating point values still was using 4 digits
as maxumum precision. RNA definitions for float allows 7 easily.
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Compositor/texture nodes: math node now allows to use pow() for
negative raising too, but only when that value is near-integer.
For other negative cases result is zero.
Patch provided by Aurel W
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example of usage:
0) Game Properties: text (String) and log (Boolean=True)
1) Keyboard Sensor set to AllKeys with log as logging and text as Target
2) Expression Controller: text=="quit\n"
3) Game Actuator: Quit Game
[1] <-> [2] <-> [3] .:. this will quit the game when you write quit + Enter
4) Keyboard Sensor: set to Return
5) And Controller
6) Property Actuator: Assign text property to ""
[4] <-> [5] <-> [6] .:. this will reset the string everytime you press Enter
# # # # # # # # # # # # # # # # # # # # # # #
Since the change is in the InputParser.cpp it actually affects all the text
input fields in the Logic Editor. So for instance you can use it in the
assign Property Actuator.
# # # # # # # # # # # # # # # # # # # # # # #
Connect an expression controller: text="idclip\n" with an actuator to disable
the Collision of your walls and you can re-create Doom with only Logic Bricks (:
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Print any variable that contains a value with non-ascii
characters, then abort build.
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classes.
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new texture when the seed changes via IPO keyframe
* Small force field ui changes to make things a bit clearer.
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- rename layout.operator_enums -> operator_enum (since we have operator_menu_enum, only called in 4 places)
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internal interpreter problems.
Replace most with RuntimeError.
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* Also removed some unnecessary null checks.
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distribution.
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more sensible in the output.
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Also fixed duplicate header define between 2 includes.
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by Amorilia (amorilia), fix modified.
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headers.
left in warnings where functions obviously need to get ported to 2.5x still.
Also, render stamp seq strip works again.
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If some plataform really needs malloc.h, that is the exception to get #ifdef.
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documentation done.
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- Change cursor changing from mouse press to mouse click. A bit "delayed"
UI feedback, but otherwise we'll be unable to use double-click events here
- Change clinebacks to callbacks in comment for select_line operator.
Or it was supposed to be clinebacks?
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NURBS spline. Need to make new point be last in array.
Beziers already has the same behaviour, so things would be more uniform now.
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- cursor_set which just sets cursor position immediatelly
- selection_set which could be used to select block of text
Now there're could be operators binded to mouse double-click event
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Some reorg of modules/pages, start makesdna and makesrna.
In many places license block needs to be changed to not start with /**, because otherwise documentation will go weird.
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Use shift-del to cut, ctrl-ins to copy and shift-ins to paste
Most of editors support this hotkeys and it's annoying when you
trying to use them in text space.
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from Shinsuke Irie (irie),
also updated pacman
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-Werror=strict-prototypes flag (now 2.8.4 is out).
This is harmless, CMake 2.8.3 just wont build with -Werror=strict-prototypes which is nice for picky devs.
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render out short segments of shots to be previewed with accurate
timing.
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FreeBSD. Patch attached.
also check for NetBSD.
note: we probably should use define HAVE_MALLOC_H, seems common for other projects.
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Annoyance was that operators that defined and __init__ function would need to do...
def __init__(self, another_self):
....
py/rna was calling the class directly with PyObject_Call() but needed to pass the pre-allocated object only so __init__() would run .
This works OK internally but becomes messy since __new__ and __init__ always get the same args there was no way to avoid a superfluous self argument to __init__.
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WM_modal_tweak_exit() was making incorrect use of the user-pref option
"Release Confirms Transform", indicated by confused coder comment
(<quote>"XXX: WTH is this?"</quote>).
This manisfested when moving markers by just click-dragging and
existing marker, and having it "drop" whereever the mouse was released
regardless of the user-pref option. This was quite confusing as it was
inconsistent with the way that all other transforms worked when this
option is off, where you would usually start the transform (click-
drag), release the button, move around a bit, and then finally click
to end.
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problem and crash
- It turns out we still need the "copyob" still, if for nothing other
than making sure that the unkeyed transforms can get restored. This
was removed originally as I thought that just reevaluating the
animation would work.
- Removed a buggy line of logic that was causing crashes when there
was no animation data. It's better to just assume that if animation
data exists, that something exists there.
- Make Duplicates Real was not clearing data such as the new animation
data or constraints.
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* Code cleanup, seriously we have a lot of unnecessary code!
* Small modification for OpenEXR buttons.
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I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
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Please, don't use a split function if you just have 2 properties in one line, a row is all you need here. ;-)
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From the patch description:
"A new panel is proposed to bring togheter all the properties of a material that belong to the render pipeline level.
Such properties are currently not mixable with node materials, as nodes operate on a shader level."
Commiting this patch as approved in the sundy meeting.
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Switching layers reveiled hidden objects in wrong positions, changes
are currently not being handled for hidden objects.
Only way to fix it is by completely update newly visible objects...
(Also fixed a typo and a compile warning)
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inline in sphinx.
also tag unused vars
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Halo texture: disabling texture slot with [] button didn't work.
Note: halos only allow 1 texture slot, UI allows to add more. This
rna template stuff for texture slots I rather don't touch though...
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Removed superfluous blend-mode change which was causing some weird
white lines to appear, especially when using some markers that don't
have any names.
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* Particle modifier didn't check for particle textures using uv-coordinates properly.
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* Particle system's are comparable to texture slots, which can
only exist within an id block. Particle settings on the other
hand are idblocks which should be pinnable just like textures.
* When particle settings are pinned only properties that make
sense without the actual particle system are shown in the
particle panel.
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* Now texture pinning works consistently for all textures.
* The only problem is that there is no way to pin textures if there are
no textures in the context path, so it's for example impossible to pin
the texture of a displace modifier without adding a texture somewhere
else and selecting that texture first. I my opinion this is quite
counter productive so perhaps a dedicated "only textures" texture
context option is needed after all.
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