Revision 6afe713 by Campbell Barton December 16, 2010, 21:32 (GMT) |
script to generate qtcreator project files, advantage is they include all source which is nicer for refactoring. |
Revision c4e41d7 by Tamito Kajiyama December 16, 2010, 21:11 (GMT) |
Fix for compilation errors with CMake on Linux. Patch provided by �?crivain through the BA Freestyle thread. Thanks! |
Revision eecfc0f by Campbell Barton December 16, 2010, 19:26 (GMT) |
bugfix [#25208] randomize transform doesn't work on objects with keyframes Surprising this wasnt noticed in a much more obvious case: - Key Location, Move, Rotate, Undo-Rotate >> Resets to keyed location as well. This was happening because DAG_on_load_update() was called on read_undosave(), flagging 'ob->adt->recalc |= ADT_RECALC_ANIM;' Fix by adding an option to DAG_on_load_update(), not to recalculate time flags. |
December 16, 2010, 19:05 (GMT) |
SVN maintenance. Plus some typo fixes in comments. |
Revision fdcfca5 by Ton Roosendaal December 16, 2010, 18:58 (GMT) |
Annoyance fix: Using scrollwheel on properties window halted when it was over a list-button. Now it disables handling wheel events when you use scrollwheel outside of lists first. Implementation note: UI event handlers have priority over other keymaps. That's OK. In this case it's simple conflict, for which no design solution exists... wouldn't know how to do this nicer! Code is nice local and can be improved when we look into other conflicts... |
Revision b978bf3 by Campbell Barton December 16, 2010, 17:54 (GMT) |
fix for error in testing C/C++ flags |
Revision e836d2a by Ton Roosendaal December 16, 2010, 17:19 (GMT) |
Bugfix, irc report After using loop-cut with multiple edges, transform widget disappeared. Reason was a variable being set in function not being called on cancelled operators. Now it's in Posttrans() |
Revision f7c60ca by Janne Karhu December 16, 2010, 16:09 (GMT) |
Revision 0a78534 by Brecht Van Lommel December 16, 2010, 14:49 (GMT) |
Workaround #22856: defocus node with OpenMP could crash on Mac, just disabled OpenMP now in that case, since it's only an optimization. |
Revision 919d341 by Ton Roosendaal December 16, 2010, 13:43 (GMT) |
Bugfix #24976 revisited Multi-layer images: clicking on the "Source" popup freed all memory for multilayers, even when choosing the same "File" entry again. Now it should work :) |
Revision 4e26b4e by Ton Roosendaal December 16, 2010, 12:49 (GMT) |
Bugfix #22794 Panorama render is now border-render safe. |
Revision 566bda7 by Campbell Barton December 16, 2010, 12:48 (GMT) |
last commit to fix warnings didnt set them at all, not it works as it should. also made cmakes output a lot quieter, messages can be uncommented for debugging or added back if other devs need this for some reason. |
Revision d3070ad by Ton Roosendaal December 16, 2010, 11:31 (GMT) |
Bugfix #23658 Render: Alpha calculated for ray-traced transparency could overflow beyond 1.0. Gets clamped now. |
Revision 0890b80 by Dalai Felinto December 16, 2010, 10:25 (GMT) |
Patch:[#25163] BGE support for Blender Font objects - unicode support Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;) |
Revision ed4e727 by Campbell Barton December 16, 2010, 09:55 (GMT) |
CMake now tests warnings are supported, GCC 4.0 wasn't working because of unsupported warnings. this can work for other compilers too, currently intel and gcc use this. |
Revision ee05792 by Campbell Barton December 16, 2010, 09:51 (GMT) |
missed this file before (de-duplicating enum). |
Revision 6d20190 by Campbell Barton December 16, 2010, 05:02 (GMT) |
- fix [#25246] export default scene to X3D crashes exporter, own fault but also made sure all colors are now clamped and noticed 3D text was not being exported. - de-duplicated 'object_type_items' enum, text was known as TEXT in one, FONT in another. |
Revision e15f34b by Nicholas Bishop December 16, 2010, 03:39 (GMT) |
Fixed bug [#22634] sculpting/multires and wireframe display mode glitches Added a call to flush sculpting face grid changes out to ccgsubsurf's other data (in particular, to edge grids) Hopefully correct fix this time :) |
Revision 3ae56ea by Dalai Felinto December 15, 2010, 22:46 (GMT) |
small tweak, moving /* put compatibility code here until next subversion bump */ {} to a distinct (right) place when doing a version bump, please remember to do that. |
Revision 143573f by Sergey Sharybin December 15, 2010, 21:25 (GMT) |
Fix #25241: Wordwrap memory leak /w Undo Looks like drawcache shouldn't be freed when restoring screen because spaces aren't freeing and could still use caches. |
|
|
|


Master Commits
MiikaHweb | 2003-2021