Age | Commit message (Collapse) | Author |
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- collada export would run MEM_freeN on an un-initialized pointer in some cases.
- makesrna was missing a call to close a file.
- text cursor update function was missing a NULL check for st->text.
- possible (unlikely) un-initialized return value for bge python lamp.type, set error instead.
- possible (unlikely) missing NULL terminator with strncpy for ffmpeg.
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rather then fixed values.
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- pep8 corrections
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- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
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codec error + potential quicktime mem leaks fixes
AAC Codec does not handle sample rates above 48kHz.
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The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).
"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse
These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.
SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.
SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""
Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).
Code Sample:
######
from bge import logic, events
mouse = logic.mouse
keyboard = logic.keyboard
for key,status in keyboard.events:
if status == logic.KX_INPUT_JUST_ACTIVATED:
if key == events.WKEY:
print(mouse.position)
# move_forward()
mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5 # centralize mouse - use tuple
######
* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.
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I heard that the actual solution would be to remove #include <pthread.h> from BLI_threads.h
But in the mean time is not fair to CMake/MSVC to be the only system not building ;)
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Expansion of BASE_MATH_MEMBERS macro meant that
two consecutive semicolons were in the source in
most header files that used it.
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own fault when adding mathutils callbacks, generic destructor didnt free the matrix accessor array, made the array apart of the matrix struct since its not worth malloc'ing to save at most 16bytes.
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Force mesh out of face select mode and into edge mode when doing loop cut -
it left an invalid edge selection in face mode, especially with edge slider afterwards.
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the same coordinates as points.
Also send additional notification at the end of conversion operator,
which is needed for correct interface updating (active object could
be changed in operator but interface wouldn't be updated).
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In this day and age most people have 3 button mice, so this option can now be the
exception not the rule - causes enough issues with conflicts. This commit won't
disturb existing saved configs.
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works.
Also changed some usage of CTX_wm_region_view3d(C) to ED_view3d_context_rv3d(C)
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Setting 'Filter Files' to false, now shows all files in file browser by default when called with any operator.
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* blenlib/math_geom_inline.c
* also fix compile error with MSVC (snprintf not defined)
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* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
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Removed the camera->angle from DNA, now it just uses RNA to handle the conversions.
Really need to convert this to physical units at some point... :/
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(end border select on any key modifier + lmb)
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files left there
* small improvement to last commit: actually pass the error value from WM_write_file back to the operator and cancel the operator if not successful. This also preserves the indication that the file hasn't been saved in case of error.
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files left there
* return OPERATOR_FINISHED from file save, so reports are not suppressed - this results in popup with the expected error in this case.
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if there's no active viewer, or no existing link to viewer.
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*Missed PTHREAD declaration.
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removed NULL object data check since this isnt allowed from the api side.
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Need to find a better method for menu refreshing..
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This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
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changes to modifier formatting.
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duplis.
* The test is now only done when some object that uses cache has actually changed.
* The added scene->physics_settings->quick_cache_step is only an internal counter, not a user changeable value.
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course lib objects are not.
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instead they are queued to be freed the next time GPU_image_free() is run from the main thread.
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multires modifier if both are in the stack (patch #21965)
This patch also removes limitation of multires reshaping when
destination object has got modifiers after multires modifier.
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