Age | Commit message (Collapse) | Author |
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imported. Some inaccuracy remains with bone transforms.
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Animation Importer Code Cleanup.
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AnimationImporter
- Action group assignment to bones
- Revert to conversion of angles from deg to rad.
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GameEngine Python access sound actuator's sound (with setting! :-D).
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This commit adds an experimental effect strip to the sequencer: "Title
Card".
This is useful for adding simple one-line text section headers or
"title cards" (i.e. title + author/contact details) to video clips,
which is often seen in demo videos accompanying papers and/or
animation tests.
See http://aligorith.blogspot.com/2011/06/gsoc11-simple-title-
cards.html for some more details on usage.
Code notes:
- There are a few things I've done here which will probably need
cleaning up. For instance, the hacks to get threadsafe fonts for
rendering, and also the way I've tried to piggyback the backdrop
drawing on top of the Solid Colour strips (this method was used to
keep changes here minimal, but is quite fragile if things change).
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but keeping a lot of the code around as reference.
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attempting to play.
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do_versions(). Note: The fcurve actuator still needs to be removed from menus and such.
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still needs more testing.
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implemented for now.
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using Face Snapping.
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Fixed references in UI to the old property, and adapted the backend
code to work for the new options too.
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Sculpt and Paint undo steps kept hanging in the sculpt/paint modes.
Now undo will switch back to global undo, and redo enter the mode
again. Just like weight/vertex paint.
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fixed.
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check selection state.
simple test gives ~28% speedup in building the vertex hash. (no functional change)
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* Increase "Ortho_scale" maximum from 1k to 4k, Request by francoisgfx.
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##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
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Reported by Pelle Johnsen
Fix falloff import. Point light and Spot light always were set to inverse quad, instead of choosing the proper one based on imported values.
The
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now just enable the modifier before apply.
Patch Bastien Montagne (with some tweaks), thanks!
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By popular demand, the "Transformation Channel" driver variable type
now has a "local space" transform space option which uses the same
magic that constraints use for defining local-space. This is what many
bug reporters and feature requesters have moaned about for a while
now, so after reviewing several of the bug reports which lead to the
current situation, here is what has been much-wanted for so long!
In order to implement this, I've:
- renamed the old "Local Space" option here to "Transformation Space",
in order to prevent old rigs breaking. This has also been kept, as it
is useful for #21384 (though perhaps with this new option it isn't
needed anymore)
- reviewed my fix for #20870 (IIRC, a Durian-era bug), which related
to the non-uniqueness of matrix->euler decomposition
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Also removed some commented out 2.4x code that is already replaced.
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Using texture properties, the material nodes now re-render previews too.
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The problem was that SCA_2DFilterActuator was defining and using a
variable called "m_gameObj", when it should be using "m_gameobj" as
defined by SCA_ILogicBrick. The way it was, reparenting did only half
the work required to duplicate the actuator.
Patch by Alex Fraser, thanks!
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a) Also fixed an "upcomming" bug in regard of gravx,y,z now converted into an array.
b) Little typo fix
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a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!)
b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
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Full Sample AA (FSA) was failing in cases. Bug report was an empty
scene (with compo nodes) linking in another .blend scene (with render).
That case gave warning "FSA not supported with rendering". That now is
allowed.
Then I noticed FSA was giving corrupt sample buffers or crashes in cases,
especially on first buffer, this appeared to be a missing compo tag on
first sample buffer.
Lastly, to make FSA render a tiny bit less frustrating: added render window
statistic to show which of the FSA steps is being done.
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keyed particle system itself
* Also some nicer rotation handling for the explode modifier
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* Code cleanup, removed some unnecessary code.
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* Fixed an alignment issue, left column had unnecessary row declaration.
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The text datablock was linked to the controller. So even if the script was set to 'module' and saved, once linked/appended the object the script would come together.
If someone wants to implement this "clear" only once the file is saved, please go ahead. But I believe it's ok to loose the script if you change it for module (and with the new datablock lookup it's straightforward/quick to reassign a textblock)
-- bug not reported anywhere, from my own list
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calculating actual sqrt'ed distance, while needing squared distance to be compatible with bounding box checks. This also solves previous concerns about performance when using sqrt in the comparison callback.
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Node editor: collapsed node didn't allow to size it using the
right hand side grab thingemabobs.
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Theme color fix for button type "Value slider".
On text editing mode, the selected part of the text was invisible.
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/* ... // ... */
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previous include list so system includes could be mixed up with non system includes.
Also workaround for CMake 2.8.4 & GNU-Make which doesn't set CMAKE_INCLUDE_SYSTEM_FLAG_C
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