Blender Git Commits

Blender Git "master" branch commits.

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Revision cc89221 by Ian Thompson
July 16, 2008, 10:33 (GMT)
Previously relying on import to run scripts didn't work every time and was not the right way to do it. Also fixed a problem with 'import *' not working and added the sys.modules list to the import suggestion list with a timed update.
July 16, 2008, 08:10 (GMT)
Bug Fix #17337, now atmosphere works correctly with FSA enabled
July 15, 2008, 21:08 (GMT)
Last commit fixed the file contents.. but some svn props were missing.

So I fixed the problem with merges instead of copying files over.
Also trunk/blender/release/scripts/scripttemplate_ipo_gen.py from revision 14530 was missing. (that was fixed)

svn merge -r 15590:15551 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi (revert changes to the point where the merge was incorrect)
svn merge -r 15552:15572 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi (apply branch modifications)
svn merge -r 15392:15590 https://svn.blender.org/svnroot/bf-blender/trunk/blender (merge from trunk)

July 15, 2008, 21:07 (GMT)
More merging goodness
fix adjacency list inline instead of having to rebuild fully
reweight joined graphs properly
July 15, 2008, 20:05 (GMT)
BGE patch: DUPLIGROUP option supported in BGE.

Blender duplicates groups in the 3D view at the location of objects having the DUPLIGROUP option set. This feature is now supported in the BGE: the groups will be instantiated as in the 3D view when the scene is converted. This is useful to populate a scene with multiple enemies without having to actually duplicate the objects in the blend file.

Notes: * The BGE applies the same criteria to instantiate the group as Blender to display them: if you see the group in the 3D view, it will be instantiated in the BGE.
* Groups are instantiated as if the object having the DUPLIGROUP option (usually an empty) executed an AddObject actuator on the top objects of the group (objects without parent).
* As a result, only intra-group parent relationship is supported: the BGE will not instantiate objects that have parents outside the group.
* Intra-group logic bricks connections are preserved between the duplicated objects, even between the top objects of the group.
* For best result, the state engine of the objects in the group should be self-contained: logic bricks should only have intra-group connections. Use messages to communicate with state engines outside the group.
* Nested groups are supported: if one or more objects in the group have the DUPLIGROUP option set, the corresponding groups will be instantiated at the corresponding position and orientation.
* Nested groups are instantiated as separate groups, not as one big group.
* Linked groups are supported as well as groups containing objects from the active layers.
* There is a difference in the way Blender displays the groups in the 3D view and how BGE instantiates them: Blender does not take into account the parent relationship in the group and displays the objects as if they were all children of the object having the DUPLIGROUP option. That's correct for the top objects of the group but not for the children. Hence the orientation of the children objects may be different in the BGE.
* An AddGroup actuator will be added in a future release.

July 15, 2008, 19:38 (GMT)
Optimization method selectable at runtime
Start multi resolution match from node, not arc (solve problem with Rinky)
various uglyness being cleaned up or factored out
July 15, 2008, 18:57 (GMT)
BGE bug fix (good for 2.47): radar and near sensor did not filter correctly the collisioning objects based on ACTOR flag when the parent object was added dynamically. This could result in a very big performance decrease.
Revision 4c48b48 by Kent Mein
July 15, 2008, 18:12 (GMT)
Updated so things compile. (Missing includes needed)

Kent
Revision 512eec0 by Ian Thompson
July 15, 2008, 17:03 (GMT)
Made suggestions case-insensitive which also puts _ prefixed items at the bottom. Improvements have also been made to the way the list works, when it should disappear/update/confirm, etc.
Revision 9037159 by Ian Thompson
July 15, 2008, 12:55 (GMT)
Text plugin script updates: Better error handling, variable parsing, token caching for repeat parsing of the same document. Fixed joining of multiline statements and context detection.
July 15, 2008, 12:54 (GMT)
There was a problem with the last merge :S
Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)

Last merge fixed and also merged modifications up to revision 15584.

I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
Revision aeb4d0c by Ian Thompson
July 15, 2008, 07:34 (GMT)
Created a BPy module BPyTextPlugin to centralize functions used across the text plugin scripts. Also created two more scripts to handle imports and member suggestions.
Revision dbb6198 by Ian Thompson
July 15, 2008, 07:04 (GMT)
Any script can now register a unique key combination as part of its bpy header. For a supported space type, the user may press this shortcut to invoke the script.

Space types that are to support shortcuts like this should call BPY_menu_do_shortcut(...) from the event queue read method (See winqreadtextspace in drawtext.c for example)
July 15, 2008, 05:33 (GMT)
soc-2008-mxcurioni: reimplemented the initialization/allocation for base classes. The Python object type tp_new slot is now set to PyType_GenericNew, instead of the former custom functions. As a note, by default, Python does not set this slot: it is therefore mandatory for the base classes. For children classes, only __init__ is needed.

To make our base classes subclasses, the Py_TPFLAGS_BASETYPE flag was added to the object type tp_flags slot.

Finally, I began to implement CurvePoint, descendant of Interface0D. This commit allowed me to verify that my SWIG replacement method works: interfaces are well taken into account by children. For a test, use the following code:

================================

import Blender
from Blender import Freestyle
from Blender.Freestyle import *

print Interface0D()
print CurvePoint()

================================

The __repr__ method is only implemented in Interface0D:

PyObject * Interface0D___repr__(BPy_Interface0D* self)
{
return PyString_FromFormat("type: %s - address: %p", self->if0D->getExactTypeName().c_str(), self->if0D );}

and the result is of the form:

type: Interface0D - address: 0x18e5ccc0
type: CurvePoint - address: 0x18e473f0

As you can see, the correct getExactTypeName of the class is called.
July 15, 2008, 01:23 (GMT)
Fix segfault in the Sequence.

If you enable the Proxy and Custom Dir options and later disable
the Proxy (but not the Custom Dir options), Blender crash every
time that you try select the strip, because the proxy don't exist
anymore.

The solution: only draw the Custom Dir button if the Proxy
option is enable.
July 15, 2008, 01:07 (GMT)
soc-2008-mxcurioni: Reimplemented the Freestyle Python API's files to be correctly used as classes and not submodules. Added and integrated object lifecycle functions (__new__, __alloc__, __repr__) for the previous classes: BinaryPredicate0D, BinaryPredicate1D, Id, Interface0D, Interface1D. All of these classes were tested within Blender's Python interpreter with simple test cases and their getter/setters were corrected.

Interface0DIterator was modified to allow BPy_Interface1D to be instantiated: verticesBegin(), verticesEnd(), pointsBegin(float) and pointsEnd(float) are not pure virtual functions anymore. If they are called directly from BPy_Interface1D (instead of its subclasses), an error message is displayed.
Revision 6583edf by Joshua Leung
July 14, 2008, 23:49 (GMT)
Bugfix:

My recent commit in transform code messed up Auto-IK.
July 14, 2008, 20:30 (GMT)
Subgraph joins to non-terminal nodes
July 14, 2008, 19:05 (GMT)
First draft of subgraph joining
July 14, 2008, 18:42 (GMT)
Improved build time on BLI_kdopbvh
Its now faster than raytree (both on build and query)

Things tryed:
X=>Y=>Z=>X split (reduces build time.. but increases query time)
bucket sorts
(initial sorts for fast usage of bucket take a long time)
(nth is linear.. so its quite fast already)

Best times archieve with:
*usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
*quads are on the same node instead of splitting in 2 tris..
(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
*test ray-bb before ray-primitive gives better times on both tris and quads

Notes:
measures where made projecting a sphere from inside the head of suzanne.

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