Age | Commit message (Collapse) | Author |
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don't call CTX_data_scene(C) for every marker drawn
also remove unneeded call when scene was already defined as well as redundant scene cast.
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Removed the if, because it's also in the function called.
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Object as a reference, currently this argument isn't used, but every other use passes a view3d, so better pass a view3d here too.
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Sync
missing notifier for header redraw.
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Fixes for Collada exporter.
Adds Second Life compatibility for armatures
Adds objects parentinverse to exported transform if it's non-identity
Fix mismatch between add_inv_bind_mats and add_joints_source accessor counts
Fix bone exports in world space should be local space
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* BCon4, important bug fixes only.
* Update readme.html and links to release logs, which now point to http://www.blender.org/development/release-logs/blender-262
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- Split display options into two panels:
* Display, which contains all general display options related on editor itself
* Marker Display, which contains options which makes sense for markers themselves
and not used so often.
- Remove Show GPencil option which doesn't actually make sense because strokes might
be disabled from GPencil panel
- Removed Show Pyramid option and show pyramid for KLT tracker as default.
- Added hotkey to toggle Show Disabled (Alt-D)
- Added hotkey to toggle Show Pattern (Alt-S)
Changes in interface and hotkeys are done by Sebastian Koenig.
Thanks for the patch!
Own changes in interface were related on Aspect Ratio. It doesn't make
much sense for tracking (camera pixel aspect is what you'll want to use,
but for masking it would make much more sense because when you just
want to create a mask for footage you don't actually have camera).
Just removing from interface seems not so nice for now.
Merged from soc-2011-tomato rev43872
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Was missed registration of PET toggling operators.
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before creating the soft body.
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support in some older cards, now it does a more precise check for problematic
cards so that it can be enabled on new cards that do support it properly.
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to render and capture.
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missing NULL check.
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GLEW_STATIC needs to be defined for static linking of GLEW or the dynamic entry points are looked up during linking
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- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding.
- Texture filtering is turned on for in-game text.
- All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix.
Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
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Crash was caused by invalidation of ID pointers stored in sequencer clipboard
when using undo (undo leads to changes in IDs addresses in memory).
Restore pointers stored in clipboard in the same way as IDs are restoring
for user interface.
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was calculating meta / effect in wrong order causing delay, now calculate selected meta's, then all effects after tramsforming.
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example face to the mesh read function (also avoid a lot of int -> short/char conversions).
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characters were already filtered out, do the same now for utf-8.
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builds because of extended float precision, slightly tweaked code to avoid that,
so that it works the same as on 64bit.
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properties values from previous operator run instead of using values
from tool settings.
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It's getting complicated to detect which part of curve is actually a
cap in cases like extruded 2d curve with non-zero depth.
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"Holes" used to be ignored (i.e. when using "Text" as bevel object "e" wouldn't have a "hole").
Resolved by collecting all polys needed for top and bottom cap and filling them at once
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It can be found in Shape panel below Fill label. If this option is enabled,
caps of curve will be filled.
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properly, when moving the current point before another.
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was missing in python.
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missing library).
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Added name= parameter to geometry nodes in Collada export
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There were two issues discovered:
- Triangles mapping didn't free in buildNavMeshData if there's no recast data for an object
- KX_NavMeshObject used not-guarded allocation for polygons storage, but used guarded
freeing stuff to free used memory, producing error messages in the console and leading to
memory leak.
Wasn't actually harmful for users -- there was no memory corruptions and error happens only
when object was set up in a way when navmesh can't work in theory.
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space conversion in constraint code ignored inherit scale option.
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disable browsing a file property within the file selector to avoid a crash.
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* fix for error alligning object to the view when no space was set.
also added blenderplayer start to CTest operator blacklist.
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* remove duplicate operator, wasnt used.
* added check for duplicate types for CTest.
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Python operator subclasses and operator types each get their own SRNA, causing double ups for bpy.types.__dir__()
From the operator type - these share names.
* ot->ext.srna
* ot->srna
Note that this conflict is still there, this only disables 'ot->ext.srna' from being included in dir(bpy.types).
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It was possible to allocate an array of size<2 which would then raise an error on vector creation without freeing.
Fix to ensure the behaviour of Vector.Range was the same as for builtin range() function. When specifying 3 arguments, the step argument wasn't being used to correctly calculate the vector size.
Minor formatting edits for error messages.
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definition value,
but better avoid such confusing assignment.
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No-proxied frames using for 2D tracking used to be putting to cache which lead
to extra memory usage which shouldn't happen.
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the requested name already exists.
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non-animateable
now like some other render settings.
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now controlling separately
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This issue is caused by texelFetch which does not take wrapping options into account as it uses unnormalized uv coordinates to access a texel. A hack was made to do manual wrapping in the shader. This is acceptable because texture wrap mode is always treated as "repeat" elsewhere in 3D view in blender.
Thanks to Morten Mikkelsen for pointing out the cause of the issue and providing the fix.
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