Age | Commit message (Collapse) | Author |
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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,
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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.
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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.
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vertices are affected...
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ob.matrix_world = matrix
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code in editmesh stat drawing which was left over from when text drawing was immediate rather then cached.
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by Howard Trickey (howardt)
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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
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[#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.
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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)
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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
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* 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)
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from Andrew Wiggin (ender79)
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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).
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* 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!
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Also get rid of hardcoded constants in readfile and use constants from ImBuf headers.
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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."
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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...
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back the tile used wrong offsets.
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breaking matrix*vector.
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we can use then for bmeshes own internal mirror calculations.
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tri/quad faces). Seems it was harmless, though...
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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.
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Commit 42752
from Andrew Hale
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Matrix.contigPtr --> matrix
Matrix.row_size --> num_col
Matrix.col_size --> num_row
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---------------------------------------------------------------
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;
}
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Shows Columns as Columns
from Andrew Hale
converted from python string formatting to using BLI_dynstr
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paint mode.
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Oliveira
Now this patch only applies to RMB window splitting not the click and drag as that would cause confusion and big mess
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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.
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confirmation popup for creating new text datablock.
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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)...).
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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.
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alternative to the removed node header button.
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MEM_dupallocN does not work with complex layers like CD_MDEFORMVERT ones, so rather use copy func when available.
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