Age | Commit message (Collapse) | Author |
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- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1
- changed SConscripts accordingly
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strncpy for overlapping strings.
source/blender/blenlib/intern/fileops.c - zero length strings would check for a slash before the strings first char.
source/gameengine/GameLogic/SCA_JoystickSensor.cpp - m_istrig_prev was not initialized
source/blender/src/editmesh.c - active face pointer was not set to NULL in free_editMesh()
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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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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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any path starting with a '.' on win32 would be replaced with C:\ (or the default root)
this was added rev 6568 so the file selector would replace "." with C:\. should be moved to fileselector but for now compare with "." rather then checking the first char.
header_view3d.c - prop edit and render were aligning in curve edit mode.
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It helps if the fonction to wait on all threads actual does that.
Use user parameter for number of threads (this is really looking like it should be in the userprefs and not render params).
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to /c/foo.jpg
since there is C:\ prefix cant exist on a unix system this wont break any files.
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* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
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were ordered clockwise.
now return 1 for clockwise, -1 for counter-clockwise and 0 for no intersection.
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Will have to do a second pass tomorrow to fix some leftovers.
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Correct parent is ..\ under Windows.
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introduces "../" ad libitum + harcoded path?
bug was introduced when fixing BLI_cleanup_dir not to write to negative character indicies.
added a BLI_parent_dir(char *path)
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Thanks matt for the typing work :)
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His log:
One of the calls to PIL_dynlib_get_error_as_string was assuming that
it would return a valid string and not NULL (perhaps by converting
to std::string).
This patch simply changes it to always return a string, even when the
error is not recognized.
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Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
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Option to copy obcolor in the copy menu
Option to select same color in select grouped menu
console.py - mistake in last commit caused a python error
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Fixes crash with FT fonts in some cases, just removed unnused line of code.
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Don't number groups with only one arc (easy fix for fly model, need a two pass arc match for real fix)
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scripts can be relative to the current path.
- was alredy doing this for blendfiles, but better to have in its own function.
header_text.c - renamed PATH_MAX, was defined by system includes.
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- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.
To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
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didn't give smooth transition. Now it blends the result of
IK solving in that case.
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* Removed compiler warnings from texteditor work
* Added round brackets around the new defines for IPO channels for extra texture layers
* Tweaked priorities so that BLI_heap_* functions in blenlib can be found by linker (split-sources specific)
TODO:
* "monkey*" vars cannot be found still
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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problem from a monstruous exponential to a quadratic cake.
Thanks to jaguarandi for initial pointers.
Changes in arith is a simple added function to check for null vectors.
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Only unused functions and openmp warnings left on those.
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Making shape function work on cyclic graphs requires tracking the current graph level, which wasn't done correctly when this was implemented. Done properly now so going up and down on graph works as it did before.
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much more elegant way.
Remove yeh ol' primary symmetry axis flipping and replace by a smarter check on both armature and mesh arcs (works better for partial retargetting).
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prevent backtracking in different other functions
Better deal with chains starting with control bones
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distance queries.
But the cost of maintaining the heap seems to be very high.
For now DFS with local heuristics gets better times.. so BVHTree still uses that.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :)
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It was building incorrect trees when there was only 1 leaf.
Code fixed to always generate a tree with at least 1 branch.. since most of bvh code relies on this.
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anyone wonders)
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since no additional crashes were reported!
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New functions to easily dispatch work to a limited number of thread, transparently.
NOTE: Could be merged in trunk, if needed.
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Add option to hide node and arc indexes (for cleaner screenshots)
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This can be safely merged in trunk, in case anyone needs something like that.
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