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2011-12-23Code cleanup: fix some clang static checker warnings.Brecht Van Lommel
2011-12-22Fix #29494: Problem loading translations at Blender's startupSergey Sharybin
Problem was caused by trying to set locale to short named "es" locale which failed. It's not really obvious which full locale name should be used here (there are plenty of dialects), so rather than keeping locale stuff on state when both of locale and utf-8 locale names failed, restore default settings (restore environment variables and use default locale for gettext). This will resolve cases when spanish language is native on the system, but it will fail in cases when somebody will want to have spanish interface in non-spanish system. This might be worked around by setting LANG and LANGUAGE environment variables to es_<dialect>.UTF-8 and it should work fine,
2011-12-22Translation context for RNA propertiesSergey Sharybin
This commit implements a way to define context of property which is used by localization stuff and which is needed to resolve translation context when some word wit the same english spelling is used in different meanings (like Manual in meaning of tutorial, and Manual in meaning of something is setting up by hand). To define property's context there's a function RNA_def_property_translation_context. If property doesn't have context, regular BLF_gettext function is used to get translation of property name, otherwise BLF_pgettext is used for this. Hence, for correct translation, messages in .po files should be marked by "msgctxt" context, otherwise property with context declared wouldn't be translated at all. Toolchain scripts from bf-translation project would be updated soon. If context for some values of enumerator property, property itself should be moved to other context and all items from this enum would be moved to this context automatically (it's impossible to move one few items to another context). P.S. Think context like "BRUSH" or "MODIFIER" are preferable than "NOUN" and "VERB" because in some cases the same english noun used in different areas better be translated differently to make translation more native.
2011-12-22Fix/workaround for russian ui crash on exitSergey Sharybin
Crash was caused by data segment corruption near "string" in view3d_modeselect_pup(). Enlarged size of this static buffer, so it's now enough to store translated modeselect string. It's not actually fixes because in some other language this modeline might be much longer and it'll lead to corruptions again.
2011-12-22Some small perf tweaks to weightvg proximity: do not use indices in case all ↵Bastien Montagne
vertices are affected...
2011-12-22fix for matrix assignment with recent changes which broke for eg:Campbell Barton
ob.matrix_world = matrix
2011-12-22remove commented index drawing code (now its a debug option), and remove ↵Campbell Barton
code in editmesh stat drawing which was left over from when text drawing was immediate rather then cached.
2011-12-22patch [#29673] Visualize Indices (developer aid)Campbell Barton
by Howard Trickey (howardt)
2011-12-22patch [#29534] Change Matrix Representation and Access in Python to Conform ↵Campbell Barton
with Standard Notation from Andrew Hale Scripts which access matrix row/columns directly and scripts that create new matrices with elements defined will need updating. For more info see... * Guide for updating scripts http://wiki.blender.org/index.php/User:TrumanBlending/Matrix_Indexing * Discussion thread http://markmail.org/message/4bpqpxkcvq4wjyfu
2011-12-22split >120 length lines (mostly if statements)Campbell Barton
2011-12-22patch [#29676] ALPHA OVER: Fix associated alpha over situation to fix ↵Dalai Felinto
[#29675] patch by Troy Sobotka note: if alpha is negative the code will still produce non-optimal results. This is a separate issue though, the patch fix the premul assumption that alpha can be zero and rgb still be valid.
2011-12-22Matrix.translation wrapper vector, continent accessing to matrix[3][0:3].Campbell Barton
this is a part of patch 29534, being applied separately from patch [#29534] Change Matrix Representation and Access in Python to Conform with Standard Notation by Andrew Hale (trumanblending)
2011-12-22split some >120 lines, no functional changesCampbell Barton
2011-12-22== Sculpt ==Nicholas Bishop
Reformatted all lines longer than 120 characters in sculpt.c. Should be no functional changes. Thanks to Campbell for pointing out the issue. I wouldn't normally do this, but just for reference, here is a screenshot that hopefully makes clear why I think this is worth doing: nicholasbishop.net/random/longlines00.png
2011-12-22fix for use of uninitialized value for ipo conversion.Campbell Barton
2011-12-22cleanup and some fixes to mathutils by Andrew HaleCampbell Barton
* 1. Resize 4x4, code was ridiculously complex (cleanup only) * 2. matrix * matrix checking for compatibility wasn't working right (bug in last release) * 3. fix for result size for matrix * vector if matrix is 4x4 and vector size 3 (bug in recent patch) * 4. fix for result size vector * matrix if matrix is 4x4 and vector size 3 (bug in recent patch)
2011-12-22patch [#29667] Fix for potential memory corruption in path_util.cCampbell Barton
from Andrew Wiggin (ender79)
2011-12-22SVN maintenance.Guillermo S. Romero
2011-12-21A few small fixes to new UI messages...Bastien Montagne
2011-12-21Fix linux linking issue with md5 commit.Brecht Van Lommel
2011-12-21Fix #29670: color picker draw issues with RGB values out of soft range.Brecht Van Lommel
2011-12-21Code refactoring: move MD5 out of imbuf into blenlib.Brecht Van Lommel
2011-12-21Do not show "Modify" modifiers group for curve objectsSergey Sharybin
This commit prevents adding empty groups to Add Modifier menu making this menu small and nice for objects which don't support all modifiers from some group (like Curves don't support Modify modifiers).
2011-12-21Small i18n edits:Bastien Montagne
* Added serbian_latin locale (sr@latin). * Changed serbian UI to "Serbian (Српски)" (as requested by Nikola Radovanovic, serbian translator). * Reordered languages in menu in alphabetical order!
2011-12-21fix for mathutils mat*vec for non sqyare matrices by Andrew HaleCampbell Barton
2011-12-21Added Record run no gaps timecode for movie clips.Sergey Sharybin
Also get rid of hardcoded constants in readfile and use constants from ImBuf headers.
2011-12-21Patch [#29654] New menu option under Object > Game with "Copy All Physics ↵Dalai Felinto
Attributes" by Daniel Macedo "This is a patch that adds an option under the menu Object > Game to copy all the physics attributes from Game Engine."
2011-12-21topo mirror and sync with minor edits made to bmesh, no functional changesCampbell Barton
2011-12-20New modifier type: eModifierTypeType_NonGeometrical, for modifiers affecting ↵Bastien Montagne
CustomData layers only (e.g. UVProject and WeightVG ones). Also, allow applying to obdata those modifiers, even with shapekeys, but do not allow applying them *as* shapekey (as shapekeys do not have CD layers). Fix [#29636] Vertex Weight Mix modifier "apply" button don't work. Note: applying whit shape keys currently always uses base shape, not current one (for apply to obdata as well as apply to shapekey), but this is another topic...
2011-12-20Fix #25775: crash using border render from external render engines, mergingBrecht Van Lommel
back the tile used wrong offsets.
2011-12-20recent commit missed swapping args for MATRIX_ITEM in mathutils_Vector.c, ↵Campbell Barton
breaking matrix*vector.
2011-12-20move topology mirror out into its own functions - needed for bmesh branch so ↵Campbell Barton
we can use then for bmeshes own internal mirror calculations.
2011-12-20Fix a small typo-bug in UVProject modifier (using v3 instead of v4 to detect ↵Bastien Montagne
tri/quad faces). Seems it was harmless, though...
2011-12-20Get rid of hardcoded structure definition in DM drawing callbacksSergey Sharybin
Structures passing to DM callbacks as userData used to be defined in both callee and callbacks itself which made it difficult and unsafe to add new properties to user data. Added typedefs for this structures and use them in callbacks and callee functions.
2011-12-20patch [#29662] Modifications to Mathutils Vectors for Consistency with ↵Campbell Barton
Commit 42752 from Andrew Hale
2011-12-20rename internal matrix struct member vars to avoid confusionCampbell Barton
Matrix.contigPtr --> matrix Matrix.row_size --> num_col Matrix.col_size --> num_row
2011-12-20__str__ functions for other mathutils typesCampbell Barton
2011-12-20Cucumber, first batch of merge - UI changes and custom exit keyDalai Felinto
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-12-20patch [#29651] Add a __str__ Method to Matutils Matrices so print(matrix) ↵Campbell Barton
Shows Columns as Columns from Andrew Hale converted from python string formatting to using BLI_dynstr
2011-12-20minor edits to previous commit & set VKey to toggle vertex select in weight ↵Campbell Barton
paint mode.
2011-12-20unit test for mathutils python module from Andrew Hale, runs in CTest tooCampbell Barton
2011-12-20Patch #27085, Restore old 2.49 TAB behaviour for window splitting, by Andre ↵Michael Fox
Oliveira Now this patch only applies to RMB window splitting not the click and drag as that would cause confusion and big mess
2011-12-20patch [#28094] New equirectangular world texture mapping optionCampbell Barton
2011-12-20calculate weight paint colors once per vertex rather then on every face ↵Campbell Barton
corner (was doing the same deform vert lookup and color calculation multiple times per vertex), Quick shows over 2x speedup in my tests, will give bigger speedup with more vertex groups. If you happen to have vertices with no faces using them - vertex colors will be calculated unnecessarily, but this isnt a common use case for weight paint mode.
2011-12-19* Changes for static win32 png libs. Thomas Dinges
2011-12-19Fix #29655: keyboard shortcuts missing from text editor text menu, and removedBrecht Van Lommel
confirmation popup for creating new text datablock.
2011-12-19Much cleaner and satisfying code in weightvg modifiers' "init": copy only ↵Bastien Montagne
the CD_DEFORMVERT data layer (if it's the org one), and not the whole DerivedMesh! Quite oddly, for Proximity mod, this increases the performances of the apply func (about 20-25%, e.g. from 0.04 to 0.03 sec), but decreases the global framerate (e.g. in TEST_5 scene of testing file, I lose about 7%, from 4.6 to 4.3fps (open ATI driver)...).
2011-12-19Automatically hide unused (=unlinked) node sockets in collapsed ("hidden") ↵Lukas Toenne
nodes. This is to make nodes with many sockets cleaner and simpler, which is the purpose of collapsing nodes in the first place. The hiding code uses the SOCK_IN_USE flags already present. These were only temporarily set by the shader node code for determining needed texture coordinate types. Now they are used persistently and updated along with the sock->link pointers.
2011-12-19Display button for hiding unused node sockets in the side bar, as an ↵Lukas Toenne
alternative to the removed node header button.
2011-12-19Fix a bug in CustomData_duplicate_referenced_layer(_named) functions: ↵Bastien Montagne
MEM_dupallocN does not work with complex layers like CD_MDEFORMVERT ones, so rather use copy func when available.