Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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December 21, 2012, 02:36 (GMT)
correct ed_view3d_project__internal() was unnecessarily casting (float -> short -> float).
December 21, 2012, 02:28 (GMT)
BGE: Adding a Python interface for handling joysticks without needing logic bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:

if bge.logic.joysticks[0]:
activate_player_one()

if bge.logic.joysticks[1]:
activate_player_two()

etc..

The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
December 21, 2012, 00:11 (GMT)
minor cleanup to ui_get_but_vectorf / ui_set_but_vectorf, change the vector with one function call if its size 3.
December 20, 2012, 19:26 (GMT)
Cycles: reduce memory usage of instanced objects by about 40%, as long as the
motion vector pass is not enabled.
December 20, 2012, 19:18 (GMT)
UI fixes, from the todo:

- Button panel animation didn't work for 3D View properties and similar regions.
- Akey on View3d overlapping panel: was accidentally passed on as event to the main window.

December 20, 2012, 18:18 (GMT)
Bugfix, irc collection:

Copy/Paste from and to color swatches now includes alpha.
Buttons without alpha have this value on '1' on copy.

December 20, 2012, 18:04 (GMT)
Restored old hack to open/close panels on A-key.
Notes in code:

- This has to become a decent handler
- Actually "A" should open/close all?

Currently, Enter key does open/close too, but only on headers.
This because Enter on a button gets handled by buttons... that's
why the Akey was proposed :)

December 20, 2012, 17:40 (GMT)
Small fix in drawing 'selection circle' in outliner. It wasn't circular.

December 20, 2012, 16:50 (GMT)
UI todo:

- Recoded soft shadow drawing for menus, giving better predictable results
(and round off nicer on top side, was looking bad still)
- Brought it under DPI control
- Added Theme setting to control size and strength for it.

Max size 24 pix:
http://wiki.blender.org/index.php/File:MenuShadow.png


December 20, 2012, 16:37 (GMT)
Better cursor centering for text editor
December 20, 2012, 15:49 (GMT)
Fix #33630: DDS compressed textures were not actually using mipmaps for minification.
December 20, 2012, 15:45 (GMT)
Fix #33629: DDS DXT5 with alpha not loaded correctly, Y flipping code was wrong.
December 20, 2012, 14:45 (GMT)
Bug fix:

Laptop trackpad scroll was inverted for 3d window.
Now movement is consistent among editors and follows system prefs.

December 20, 2012, 13:29 (GMT)
Change region drawing callbacks to work much closer to how blender manages them internally.
- yes, this does break scripts, but the api is marked experimental.


ED_region_draw_cb_activate() adds a callback to a region type whereas the api made it look like the callback was being added to the region instance.
Use a class method on bpy.types.Space to manage region drawing, eg.

was:
self._handle = context.region.callback_add(draw_callback_px, args, 'POST_PIXEL')

is now:
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
December 20, 2012, 12:56 (GMT)
Updated icon svg and bitmaps. Now has the movieclip editor again :)

December 20, 2012, 12:01 (GMT)
Bug fix #28915 and #33538

Mac OS X trackpad and 'mighty mouse' fix.

An old commit from Damien in 2010 tried to make mighty mouse touches work as if
this is a scrollwheel. The error in that code was that the "kinetic scrolling"
feature failed. When releasing your fingers, the events passed on to Blender
then switched from "trackpad pan" to "mousewheel zoom".

This commit makes trackpads and mighty mouse behave identical. Only difference
is that trackpad panning needs 2 fingers, mighty mouse only one.

Note that trackpad and mighty mouse 3d zoom works with holding ctrl!

All works nice with this kinetic feature now. Fun :)

December 20, 2012, 11:14 (GMT)
Mac Retina fix:

Mouse coordinates were not mapped correctly for code that allows to use
multiple windows efficiently (mouse over not-active windows).

Apple's high-density display mode works a bit strange, requiring some hacks :/

- Desktop coordinate system (mouse pos and for windows) is as usual
(set by display resolution settings)
- However, the available pixels in a window is always on 'retina' level.
(full screen - 2880 wide, but window can be 1440 or 1920 wide)

In order to get this to work for opengl and Blender, we use internally the
coordinates on pixel level. That means that window positions and sizes have
to mappend in our code.

Once all issues for retinas have been tackled, I'll check on clean API for
it, so you can also use it in future for other high density screens.

December 20, 2012, 11:03 (GMT)
Camera tracking: synchronize changes with own branch

Should be no functional changes.
Revision 2f3d248 by Lukas Toenne
December 20, 2012, 09:49 (GMT)
Make the get_node_type method in Node subtype an actual classmethod by setting the new FUNC_USE_SELF_TYPE flag.
Revision a83cdfe by Lukas Toenne
December 20, 2012, 09:49 (GMT)
Associate Node RNA subtypes with their respective bNodeType on registration. This has to be done in blenkernel, since RNA node types are actually registered before the node types. Future dynamic node types registered using the API will register their own explicit RNA types and don't need this hack.
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