Revision 0d347e1 by Campbell Barton April 23, 2009, 11:59 (GMT) |
[#11172] md2 export bug(s) export with object transformations applied. |
Revision 09c341c by Ton Roosendaal April 23, 2009, 09:59 (GMT) |
Make: removing hidden directories from .app failed. |
Revision 5eb4d89 by Ton Roosendaal April 23, 2009, 09:59 (GMT) |
2.5 Make: removing hidden directories from .app failed. |
Revision e948fe3 by Campbell Barton April 23, 2009, 09:15 (GMT) |
- fix for python refcounting crashes, remember PyDict_GetItem and PyDict_GetItemString borrow a ref. - the namespace dictionary wasn't being de-allocated for each run. - clear every error after printing it to avoid stale PyObjects hanging about. |
Revision 0465891 by Benoit Bolsee April 23, 2009, 09:08 (GMT) |
Chose a better organization for Eigen2, then add. |
Revision 38a9a78 by Benoit Bolsee April 23, 2009, 09:01 (GMT) |
Chose a better organization for Eigen2, first delete. |
Revision c418357 by Benoit Bolsee April 23, 2009, 08:52 (GMT) |
Add Eigen2 BLA template library |
Revision 0a12af1 by Ton Roosendaal April 23, 2009, 08:13 (GMT) |
2.5 Last commit from brecht with feature: * Buttons window data context icon new changes depending on active object. Forgot to check for ob==NULL, crashed files. |
Revision 960581f by Peter Schlaile April 23, 2009, 07:40 (GMT) |
== Sequencer == Fixes: [#18489] Adding (add filter) nested strips causes Blender VSE to segfault on frame render. [#18209] 3 VSE crash bugs with .blends (all left click and move mouse over Metastrip/Blend Mode related) ... and a new segfault I introduced with my last commit. Also: memcache limiter refcounts are tested now in critical places, printing an error message, since doing refcounting right is, well, hard. |
Revision 5edfa58 by Benoit Bolsee April 23, 2009, 07:37 (GMT) |
Revision 1ed95e0 by Campbell Barton April 23, 2009, 06:58 (GMT) |
F8Key reloads all python scripts and redraws for quick testing F7 runs test.py also for testing |
Revision ad8e98b by Peter Schlaile April 23, 2009, 06:07 (GMT) |
== SEQUENCER == This fixes [#18079] Sequencer color correction does not apply on float image if "make float" is not applied and closes [#18582] bug fix #18079 by removing ibuf->rect on image load if ibuf->rect_float is used. (Don't know, why the OpenEXR loader does that, but I fix this on sequencer side for now...) |
Revision d00c3ef by Campbell Barton April 23, 2009, 05:56 (GMT) |
Small changes - font->blur was uninitialized - Use Ctrl+Alt+Shift+P to run scripts from the 3d view not Pkey. (still useful for testing) |
Revision 073abf7 by Dalai Felinto April 23, 2009, 02:27 (GMT) |
BGE Dome update: * Enviroment Map implemented (replacing truncated mode 2). - Now it's possible to pre-bake animated (or static) EnvMaps to use with Cube Map textures. * Enabling 2DFilter in Dome mode - no GL_DEPTH_BUFFER supported though. * Tweaking GameSettings menu (centralizing buttons) |
April 23, 2009, 01:53 (GMT) |
* Tiny UI tweak, moved the checkbox labels closer to the boxes. |
Revision 327881c by Campbell Barton April 23, 2009, 00:56 (GMT) |
[#18574] small bug - warning for sce.link() depreciated displays even when sce.objects.link() is used Remove the warning since the func will sstay in 2.4x |
Revision 7ac233b by Dalai Felinto April 23, 2009, 00:49 (GMT) |
BGE Rasterizer methods to handle Screen Space - (getScreenPosition, getScreenVect, getScreenRay) getScreenPosition(obj): - Gets the position of an object projected on screen space. getScreenVect(x, y): - Gets the vector from the camera position in the screen coordinate direction. getScreenRay(x, y, dist, property): - Look towards a screen coordinate (x,y) and find first object hit within dist that matches prop. - The ray is a call to KX_GameObject->rayCastTo from the KX_Camera object. Patch [#18589] test files can be found there. Patch reviewed by Campbell |
Revision e8f5c75 by Campbell Barton April 23, 2009, 00:47 (GMT) |
patch from Mitchell Stokes, comments only - KX_PYATTRIBUTE_TODO for missing attributes |
Revision 6a270ec by Campbell Barton April 23, 2009, 00:32 (GMT) |
BGE Python API CListValue fixes - Disable changing CValueLists that the BGE uses internally (scene.objects.append(1) would crash when drawing) - val=clist+list would modify clist in place, now return a new value. - clist.append([....]), was working like extend. - clist.append(val) didnt work for most CValue types like KX_GameObjects. Other changes - "isValid" was always returning True. - Set all errors for invalid proxy access to PyExc_SystemError (was using a mix of error types) - Added PyObjectPlus::InvalidateProxy() to manually invalidate, though if python ever gains access again, it will make a new valid proxy. This is so removing an object from a scene can invalidate the object even if its stored elsewhere in a CValueList for eg. |
Revision d568794 by Brecht Van Lommel April 22, 2009, 23:01 (GMT) |
Fix for bug #14410: multires + vertex colors crash rendering or baking while in editmode. |
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