Age | Commit message (Collapse) | Author |
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remove CTR c++ classes that are no longer used.
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also left bmesh decimator on in previous commit.
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2 new attributes to ImageViewport and ImageRender object:
depth: set to True to retrieve the depth buffer as an array of float
(not suitable for texture source).
zbuff: set to True to retrieve the depth buffer as a grey scale pixel array
(suitable for texture source).
A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image
buffer as a one dimensional array of float. This mode should only be used to retrieve
the depth buffer of ImageViewport and ImageRender objects.
Example:
viewport = VideoTexture.ImageViewport()
viewport.depth = True
depth = VideoTexture.imageToArray(viewport,'F')
# show depth of bottom left pixel
# 1.0 = infinite, 0.0 = on near clip plane.
print(depth[0])
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- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
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cleanup and remove unused define.
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use uninitialized memory. I had fixed this previously in Swiss, but it looks like I missed grabbing the fix when bringing the GetViewPort() changes into trunk.
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had a typo too.
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* group -> group_parent
* members -> group_children
so its more clear what direction the relationship is.
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from Jay Parker (battery)
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viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
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the Blenderplayer. This keeps the text from being blocked by geometry in the scene.
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use the btKinematicCharacterController's setWalkDirection() instead of moving the physics object ourselves. This reduces issues with tunneling (the character going through other objects).
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api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject:
* KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned
* KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
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move to py3x)
not many people must have used it since it would crash with non-zero start slice values.
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non-primitive types - recommended for non primitive types.
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in the code but wasnt accessible from the UI this wasn't even accessible from the UI in 2.4x.
This would only paint onto faces from the active material. however we're better off using selection here IMHO (adding support for material selection in paint mask mode).
also quiet some warnings.
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in headers.
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source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system.
Give functions in property.c more unique names.
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been), add extra gcc warnings to cmake.
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forgot to use rect_height everywhere (no functional change)
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collision) could cause various physics problems (like infinite loops in Bullet, etc). This happened because their KX_TouchEventManagers were merged prior to having their physics controllers merged, which has now been fixed. Thanks to Kupoman for hunting down the fix!
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checked it for NULL after.
also made it more clear that some areas assume the pointer isnt null (remove redundant NULL checks).
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BGE to not use RNA (use lower level BKE/BLI funcs instead)
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build" reported by narutocanada. It looks like the Hive commit (r50310) didn't take changes from r49998 into account, so it was still relying on Ghost events to push the engine along instead of calling app->EngineNextFrame().
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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- Make FFmpeg initialization called from creator, not from functions
which requires FFmpeg. Makes it easier to follow when initialization
should happen.
- Enable DNxHD codec. It was commented a while ago due to some strange
behavior on some platforms. Re-tested it on Linux and Windows and
it seemd to be working quite nice. Would let it be tested further,
if it wouldn't be stable enough, easy to comment it again.
- Make non-error messages from writeffmpeg.c printed only if ffmpeg
debug argument was passed to blender. Reduces console pollution
with messages which are not useful for general troubleshooting.
Error messages would still be printed to the console.
- Show FFmpeg error message when video stream failed to allocate.
makes it easier to understand what exactly is wrong from Blender
interface, no need to restart blender with FFmpeg debug flag and
check for console messages.
Used custom log callback for this which stores last error message
in static variable. This is not thread safe, but with current
design FFmpeg routines could not be called form several threads
anyway, so think it's fine solution/
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