Age | Commit message (Collapse) | Author |
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normals - the fact that the generated model was being set to double sided helped hide this.
To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine. Alternatively select Textured Draw Mode. You'll notice that the text is only visible from the back. This patch reverses this, to be more correct.
Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ). I'll keep working on this, but if someone can help out, feel free!
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Fix by Stéphane SOPPERA to find bmfont includes.
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Caused in Joshua's work on constraint, committed yesterday.
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allignment errors.
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* Removed the old get_con_subtarget_name function and fixed the places that used it. This was only suitable for single-target constraints.
* PyConstraints interface drawing should now no longer draw multiple-target fields on top of each other
* Removed double call to BPY_pyconstraint_update when the Update button was clicked. I found this while debugging why PyConstraints didn't seem to be working yet...
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* DNA_action_types.h - fixes for typos that broke compiling (own error)
* transform.c - fix for implicit definition of a function (missing header)
* outliner.c - commented out a few unused vars (as a result of constraints refactor)
* editsima.c - fixed uninitialised var warning
* drawview.c - bugfix #7598 load without ui crashes if there is no camera. Patch provided by Daniel Genrich (genscher)
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Added a new auto-snapping mode: snap to nearest marker.
This mode can be toggled using the ALTKEY.
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Now the Action Constraint can be applied to Objects as well as Bones!
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Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
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Tried to fix renderlayer crash, that was introduced with NTSC-patch
on 64bit platforms.
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Peach request: display last mapped frame in status bar of speed control
effect. (To come: auto-resize based on this information)
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Fixed fixup code in readfile, that makes old files load with
correct FPS.
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was py 2.2 which probably wont even compile anymore)
pose.c - left a print here
export obj would ask about file overwriting twice.
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unused var
return makes integer from pointer without cast
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SConscript file.
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This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
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- on unix BLI_diskfree was only using 100 chars for the dir name, and
not checking if the name given was longer, increased to FILE_MAXDIR
(160) and added a check, return -1 if its too long.
The file selector only allowed 80 chars to be typed into the directory
entry.
Made the file selector check that the path is less then FILE_MIXDIR, if
you try and enter a path thats longer it will tell you that the path is
too long, before it was writing into other memory and crashing.
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compared to the 32bit
install.
face.uv[:] was returning a blank list. and making smart UV projection script fail.
On one system Python is giving the slice function positive values, whereas on the 64bit system its
passing negative which are then clamped to zero.
made mathutils types accept negative values for slicing. This is very odd because both systems are
running ubuntu gutsy with python 2.5
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in 64bits. added a pad value.
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in some cases you might
want to use 0.5 to see through more of the texture. (less halo's with clipmaps), defailt is 0.0 so it
will only clip 0 alpha.
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why), added more checks and
I cant get it to crash anymore.
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metadata and optionally
draws into the
frame.
This patch includes some changes I made...
* use blenders bitmap fonts (rather then own fonts)
* select font size
* user interface layout changes
* Marker as another image stamp option
Also added some new API calls
BMF_GetFontHeight(font);
BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer.
get_frame_marker(frame) - get the last marker from the frame.
IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color.
TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
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This commit makes "Remove Doubles" of w menu to work again.
Also renamed "AutoMarge" to "AutoMerge".
Added shortcut of "Select Inverse" to menus and renamed
"Select/Deselect All" to be consistent with rest of Blender.
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directly, only the pose
bones loc/size/rot, when dealing with an armature without constraints this works as expected. it uses
the same code as Copy Visual Loc/Size/Rot.
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The "drawtype" options copies all the draw extra (x-ray, wire, ...) too, so I've renamed the menu entry "draw options".
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/* special hidden feature! shrink to fit */
if (G.rt > 500){
scale = (G.rt - 500) / 100.0f;
}
-- shrink a T shirt to fit .. evil grin
-- by the way i did set up the rule 'if any *outer object* hits no *inner* will be regarded' ... pretty poor IMHO .. well but it works
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remove doubles after transform. but only merges
unselected verts into selected verts, so it wont merge verts your not editing.
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Eskil, some scenes are unusable without this.
at the moment it wont draw totally transperent pixels, this may need to be adjusted or made into a preference.
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snapping to unselecrted strips didnt work (I didnt notice find_neighboring_sequence needed them to be touching, added find_next_prev_sequence to get the next/prev seq)
added select linked (L and Ctrl+L)
added Ctrl +/- select more/less
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For the record, I think the way these reflection and refraction passes are handled (as a difference against the diffuse pass) is not very useful - especially if you want to do colour corrections, blurring, etc. It would be much more practical for the passes to contain the ray result returned by the raytrace...
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- snap to strips before and after the active strip,
- Made max handle draw size 40px, instead of 28 (somtimes its hard to
select handles)
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around)
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selection into account.
this will snap one if 2/4 points to the marker when transforming. the active sequences bounds and the bounds of all selected clips.
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Texture painting could crash due to missing check for valid imbuf.
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- Draw a verticle line for markers
- Added an option to transform selected markers in the sequencer - useful for Extending time
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The roll of a B-Bone relative to a previous regular bone was not matched
correctly.
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- added a new redraw type - REDRAWMARKER, at the moment this draws the same windows as REDRAWANIM, but this may not always be true, and it is more explicit whats
happening, This replaced 5 or so draw calls in quite a few places.
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Sequencer Feature, Split Image Sequence.
Splits a image sequence into strips. useful for importing frames for animatics.
Also added undo calls in a few places that did not have it.
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Peach/ideasman_42 report...
After transforming sequence IPO's, there were occasional crashes.
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(note, still not realtime, but at least it redraws now)
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