Revision 7d02f98 by Campbell Barton January 5, 2012, 12:50 (GMT) |
remove re-tesselation after constrictive modifiers, this way we can avoid calculating tessfaces between multiple constructive modifiers to speedup the modifier stack. |
Revision 7fd6739 by Campbell Barton January 5, 2012, 12:40 (GMT) |
added a function to ensure derived mesh has tessface's, in preparation for removal of tessface recalculation after each modifier runs. |
Revision 348f116 by Campbell Barton January 5, 2012, 11:23 (GMT) |
svn merge ^/trunk/blender -r43124:43160 |
Revision 7f555da by Campbell Barton January 5, 2012, 11:02 (GMT) |
print message for unknown args to make it clear that these are not recognized. |
Revision 4723969 by Campbell Barton January 5, 2012, 10:34 (GMT) |
add _default versions of sequence sound functions since most of their uses passed along the same args from sequence strips. (no functional changes) |
Revision 8a9650e by Campbell Barton January 5, 2012, 10:05 (GMT) |
disable recent attempt to static link mingw DLL's causes errors for some users. also remove break statement, mistake on last commit. |
Revision 05436e9 by Campbell Barton January 5, 2012, 09:50 (GMT) |
replace double prints in readfile.c with a BKE_reportf wrapper |
Revision d560b33 by Dalai Felinto January 5, 2012, 08:08 (GMT) |
logic editor ui adjustment, all gameprop types are replaced by the ob.data.body (not only Text) |
Revision b5ce2b0 by Campbell Barton January 5, 2012, 07:52 (GMT) |
link mingw libstdc++ and libgcc libs statically so users dont need mingw installed to use mingw builds |
Revision 890c97c by Campbell Barton January 5, 2012, 06:34 (GMT) |
more edits to r43145, - remove redundant check in new prop operator which is covered by operators poll func. - use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it. |
Revision cda279b by Campbell Barton January 5, 2012, 06:12 (GMT) |
edit on recent font UI changes. don't show the text objects body in the ui - this could be pages of text and even though it only draws part of this, it still allocates and frees the string on every draw. |
Revision e039a63 by Campbell Barton January 5, 2012, 06:05 (GMT) |
add bpy collection method .find(key), so you can get the index of an item in a collection, -1 if not found. use this to replace bge text ui py function. |
Revision 8d55b7b by Dalai Felinto January 5, 2012, 06:02 (GMT) |
BGE Font Object: fix for relative path not working AND packed fonts not working [I don't think anyone has ever reported those, what makes me slightly sad but carry on ;)] Those fixes introduce a more generic function to load a font before calling BLF_load. I think it should move to be part of Blender util routines or BLF itself. For the time being here will make it. Once we get <builtin> font working we go for this. Thanks Diego Borghetti for the usual assistance with blf. |
Revision cce9c43 by Campbell Barton January 5, 2012, 05:43 (GMT) |
correct api doc examples and a typo |
Revision be025ea by Dalai Felinto January 4, 2012, 21:40 (GMT) |
This patch creates an interface for ["Text"] properties in Font objects. Interface: http://www.pasteall.org/pic/show.php?id=23785 Simple test file: http://www.pasteall.org/blend/10616 (I'll commit this to the text suite later) Code Explanation: --------------- (1) it adds a toggle to add/remove a "Text" gameproperty. - internally this property is just another game property (so we can find it within the game.properties lookup). - the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data). (2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property. (3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue. *** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever *** * the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object * * when that happens we print a warning in console/popup.* |
Revision 67db64b by Campbell Barton January 4, 2012, 21:36 (GMT) |
get texture coords from MLoopUV's rathers then MTFace's with get_texture_coords(). |
Revision 3bf4195 by Campbell Barton January 4, 2012, 20:11 (GMT) |
convert screw modifier to create MPolys rather then MFaces |
Revision 049ab98 by Brecht Van Lommel January 4, 2012, 18:06 (GMT) |
Cycles: device code refactoring, no functional changes. |
Revision cd84a43 by Sergey Sharybin January 4, 2012, 17:20 (GMT) |
Camera tracking: added depth object to Follow Track constraint If this object is defined, object with Follow Track constraint would be projected into surface of this depth object. If object is not set or there's no projection onto it, projection plane calculated based on original object position would be used. This allows to make cheap facial mocap. |
Revision 6cfc274 by Campbell Barton January 4, 2012, 16:19 (GMT) |
update mask modifier to use MPoly data |
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