Age | Commit message (Collapse) | Author |
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from Andreas Schwab (schwab)
modified to use code from BLI_endian_switch.
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temp char (approx 18x speedup on my system).
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from Sunny Gogoi (darkowlzz)
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should have been optional.
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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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Note that this is just an RNA change, underlying dualcon octree
already supports even higher values.
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Separate vertex copies are now made for flat-shading, such that the
normal is correctly flat-shaded. The element index buffer is not
created in this case.
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* De-duplicate GPU code to check if VBO should be used.
* Add a flag to indicate if the buffer should be drawn smooth or not,
rather than checking each time the node is drawn.
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also correct array sizes in othere areas.
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draw_tracking_tracks().
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Used the same hack as BLI gzip is using -- calculate short path and
send it to OCIO library.
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definition (EDBM_selectmode_convert())
Cheers to Sebastian Nell (codemanx) for catching this.
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the mouse about to see the result).
also remove print from last commit.
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bmesh is empty
was missing set typecheck
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utility metaball functions to (de)select all.
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which DNA ignores.
tag operator callbacks as needing their return values used. These are not directly called in many places so the inconvenience is minimal.
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As suggested by Campbell on the IRC gave grease pencil its own notifier type (NC_GPENCIL) and made the makesrna notifier functions actually update properly.
Also got the #ifdef'd GreasePencil.layers.[new/remove] functions working.
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also add boundbox checking for lasso select.
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radius-squared for circle select comparisons.
edge_fully_inside_rect() & edge_inside_rect() args were shorts when all callers were passing ints.
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* Added/fixed some comments
* Swapped order that invoke/exec calls are defined in the operator definitions
to reflect flow better
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Added a convenience operator to the Follow Path constraint which adds a F-Curve
for the path (or the operator's "fixed position" value if no path is assigned),
with options for setting the start frame and length of motion. This makes it
easier for common users to just set up a quick follow-path animation where the
camera (e.g. flying around a set over certain number of frames).
A key advantage of this is that it takes care of the underlying math required
for setting up the generator curve accordingly (I've got some plans for making
this a bit friendlier to use later). Now, animating the paths is a one-click
operation, with the start and length properties able to be controlled using the
operator properties.
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Recently on the bf-funboard list, there have been some requests for clearer
indications for animators that autokeying has been enabled when transforming so
that corrective action can be taken sooner if this wasn't expected. This is
especially important in distributed+collaborative environments where multiple
artists may work on a single shot file: someone working on a shot from
another animator may not be aware that autokeying was enabled, thus accidentally
setting a whole bunch of extra keyframes.
In this current incarnation, we display using red (not hardcoded, but using an
existing theme color) a solid 1px border around the 3D view while transforming
with autokeying enabled. In addition to the border, a blinking indicator (record
icon + "Auto Keying On" text) appear in the top right corner, as inspired by the
traditional recording indicator icons on camcorders.
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with
have all rotation axes disabled.
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"bone" instead of "curve"
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* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).
Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
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objects.
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sure I want to recommend anyone doing this, but the fix is simple.
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ED_view3d_project_short_global() with ED_view3d_project_int_object() in some places.
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Was caused by mixing up own C-API typedefs with OCIO's
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Dunno how a file with this situation arose, but we now perform some more sanity checking to abort in this sticky situation.
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- pose mode now checks if circle select intersects the bone if neither head/tail are reached (as with editmode)
- checking if the mouse intersects with the bone now checks that neither projection failed.
- use ED_view3d_project_int_object rather then the global version.
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modes, added macros PBONE_SELECTABLE, EBONE_SELECTABLE
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result was converted to an int after.
also optimization for particle editmode key_test_depth() was projecting the screen coords, but all callers had already done this, so pass an arg.
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rather than using (FLT_EPSILON * 80).
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global space checks on object space coordinates. this removes last use of ED_view3d_project_float_noclip().
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ED_view3d_project_float_global/object
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leak memory).
- vertex to screenspace projections were not checking for failure to project (vertex behind the view for eg).
- vertex screenspace 2d vectors were each malloc'd and added to own ghash, then fetched for each edge.
now just store a vertex aligned array and do index lookups.
- projections were done in global space, now do them in object space (avoids a matrix multiply).
- error cases were commented out and would fail silently, now report them to the operator.
- remove MAX_CUTS hard coded limit, dynamically allocate the mouse path.
- add missing free calls in error cases.
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