Blender Git Commits

Blender Git "master" branch commits.

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June 3, 2010, 19:56 (GMT)
wave modifier was dividing by zero for each vertex with default settings of falloff == 0.0f.
annoying with --debug-fpe and better to use multiply in the loop.
June 3, 2010, 18:25 (GMT)
disable openmp for blenderlite scons target
June 3, 2010, 17:41 (GMT)
Merge -c 29009,29081,29189 from COLLADA branch into trunk.
June 3, 2010, 16:26 (GMT)
[#22470] bpy.Image.gl_load/free()
patch from Dan Eicher (dna)
June 3, 2010, 15:39 (GMT)
Merged changes in the trunk up to revision 29184.
June 3, 2010, 15:06 (GMT)
Fix for a crash due to materials of the wire type. Now all faces
having wire materials are simply ignored and a warning message is
displayed.
June 3, 2010, 15:04 (GMT)
Fix for a memory leak in WingedEdgeBuilder.
June 3, 2010, 14:26 (GMT)
== python api docs ==

some more cleanup:

- made structure in source/gameengine/PyDoc/bge.events.rst to be able to crosslink properly
- cleaned notes and warnings syntax, and also now they are always the last elements after all the other tags
- substituted some lists of possible values of a parameter with links to lists of values (not finished)
like in bge.types.html#bge.types.SCA_PythonKeyboard
- uncertain about some values, like in http://www.blender.org/documentation/250PythonDoc/bge.types.html#bge.types.SCA_ISensor.status
(list of KX_SENSOR_INACTIVE,... etc aren't documented or non-existant, will investigate)

June 3, 2010, 13:31 (GMT)
search for scripts in the release directory relative to the blender binary.
June 3, 2010, 13:05 (GMT)
fix for buffer overrun with making a path relative.
would only happen when the names of the path and the relative location matched which isnt likely but happened today when Soenke somehow made a file link to its self.
June 3, 2010, 08:41 (GMT)
Copy Game Properties Operator: fix for "default enum value" out of the range. I removed one item from the Enum and forgot to change the default.
June 3, 2010, 08:26 (GMT)
Logic Editor: more datablock lookups :)
Now all the material properties have the nice Datablock Lookup menu (thanks a lot Matt !). They still store the property as a string, therefore if you change a material name the logic bricks using it don't get updated. it would be nice if we had a way to communicate that in the interface.

The only "datablock" field that doesn't have lookup is "property" in collision and ray sensors and Constraint Actuator. The reason being is that there is no global ListBase to gather the properties of all the objects in the scene. And it may be too overkill to create a list with all the properties on-the-fly only for that (it would be cool though)
Revision 115b0e2 by Matt Ebb
June 3, 2010, 07:47 (GMT)
silly compile fix
Revision 1b517c0 by Matt Ebb
June 3, 2010, 07:28 (GMT)
Small memory management tweaks
Revision 21d112c by Matt Ebb
June 3, 2010, 07:27 (GMT)
Reworked the non-blocking reports display in the info header:
* Now it displays the last report from the global list, not just from operators
* Rather than disappearing when a new operator is run, it stays until it times
out or a new report is added
* Fun animated transitions ;)
http://mke3.net/blender/devel/2.5/reports_header.mov

Now need to investigate report usage with popups. Ideally we can have most
reports non-blocking, so they're less intrusive, only popping up for dire errors.
Problem is many things in Blender right now are marked as RPT_ERROR
when probably RPT_WARNING is more appropriate. Should probably keep
RPT_ERROR for things that demand immediate attention.
June 3, 2010, 06:41 (GMT)
Logic Editor: clear properties operator + logics in the object menu
clear properties operator
- now it's not part of the copy properties anymore (Matt's suggestion).

If anyone want to change the menu, please help yourself (renaming, putting in it's own submenu, making it invisible when mode is not Game ..)
June 2, 2010, 22:56 (GMT)
== python api docs ==

- now that I've made syntax changes in the previous commit I moved blocks to to have sensors/actuators grouped together
- added sections to have a nice table of contents
- formatted 2 lists and links to classes

June 2, 2010, 21:28 (GMT)
== python api docs ==

* source/blender/python/doc/sphinx_doc_gen.py

changed syntax for declating attributes type to use :type: instead of *type* os it

* source/gameengine/Ketsji/KX_PythonInit.cpp

While documenting I've found that we have two naming conventions for constraints in BGE python api,
example: KX_CONSTRAINTACT_DIRPZ and KX_ACT_CONSTRAINT_FHPX: the right convention is KX_CONSTRAINTACT_xxx
After talking with dalai and cambpell we agreed that this kind of change is better suited for NExyon GSoC
so I marked as TODO

Also, found 2 duplicate rows, fixed after askin nexyon

* source/gameengine/PyDoc/bge.logic.rst

there were 2 blocks for constraints, I've put them together in docs and fixed some other lines

* source/gameengine/PyDoc/bge.types.rst

first cleanup: mainly started using ":type:", it was mixed usage of *type* and **type**
started cleaning some bullet list in a way that varibles link to the constant in appropriate page
I'll continue later

June 2, 2010, 19:37 (GMT)
error in last commit
June 2, 2010, 18:04 (GMT)
Sculpt & modifiers: patch by Sergey Sharybin, with modifications by me.

Fixes various crashes and redraw problems, most noticeable new feature
is that you can now sculpt on a multires mesh with deforming modifiers
preceding it.

I've left out support for sculpting on multires with enabled modifiers
following it, in this case only the base mesh can be sculpted now. The
code changes needed to do this are just too ugly in my opinion, would
need a more torough redesign which I don't think we should try now. In
my opinion this is also not really an important case, since it's going
to be incredibly slow anyway to run a modifier on a high res mesh while
sculpting.


So, to summarize current state:

* Fastest sculpting: base mesh with no modifiers or multires with only
modifiers preceding it.
* Slower sculpting: base mesh with modifiers, depends on the speed of
the modifiers.
* Not supported: multires mesh with modifiers following it.

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021