Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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March 1, 2011, 16:26 (GMT)
Bugfix #26249

Paint strokes now can be mapped to any key. The operators now store the
event it was started with, so it ends with a release. Even hotkeys work
(while hold).

March 1, 2011, 15:54 (GMT)
Bugfix #26251

Logic editor: click in active text input buttons didnt work.

March 1, 2011, 15:14 (GMT)
Fix [#25476] Pan view not always works with shift+alt+LMB in Blender 2.56
Reported by Mihail Konoh

Applied patch submitted by Alexander Kuznetsov (to [#26208]). Thanks for long-standing head-ache :)
March 1, 2011, 14:53 (GMT)
Py/RNA Stability: don't allow python to reference freed ID's and crash.
Second method for not having python crash blender on invalid access (ifdef'd out ATM, so no functional change).

This uses a weakref list per ID, and invalidates all members of that list when the ID is freed.
the list is not stores in the ID pointer but using a hash table since storing python in DNA data is not acceptable.

This is more correct then the previous method but shows down execution of scripts significantly since its always adding and removing from lists when data is created and freed.
March 1, 2011, 13:56 (GMT)
Typo in last commit, changing variable name for more readable code...

March 1, 2011, 12:52 (GMT)
Fix [#26207] Render.exe mangles paths in mysterious and awesome ways
Reported by Edwin Amsler

The function for extrapolating the template name with the frame number didn't properly NULL-terminate the
resulting string, this causing broken names and weird paths (if you were lucky - totally unusuable names
detected while stepping through the code).
March 1, 2011, 12:25 (GMT)
Bug fixes #26236 #26237

- Linking logic buttons had draw glitch, caused by reading
data from free'd buttons
- Doing an undo with mouse-over Curve Widget caused crash or
corruption.

Both related to code that tries to keep the "active" button in
memory. On each redraw of UI, buttons are re-created, which makes
it all tricky... hope we're safer now.

Also: added back undo pushes on adding links in logic editor.


Revision 1c0b9df by Lukas Toenne
March 1, 2011, 10:08 (GMT)
Small fix for node drawing: nodes with no sockets now have a minimum height to avoid opengl drawing artifacts.
March 1, 2011, 09:02 (GMT)
Py/RNA API test code to prevent crashing blender when python references freed ID's.

This uses pythons GC so its no overhead during runtime but makes removing ID's slower.

Commented definition 'USE_PYRNA_INVALIDATE_GC' for now, so no functional change.
March 1, 2011, 08:28 (GMT)
fix [#26252] Py error when installing addon through UI
Py3.1 for windows doesn't have os.path.samefile(), has been added in 3.2.
March 1, 2011, 07:52 (GMT)
select PoseBone attribute was made only available on bone.
March 1, 2011, 07:21 (GMT)
fix for error in recent cmake edits
February 28, 2011, 22:56 (GMT)
bpy/rna support for invalidating objects.
access will raise an error.
February 28, 2011, 21:06 (GMT)
missed these last commit.
February 28, 2011, 20:22 (GMT)
BGE fix: complement to recent patch for Rigid Body Constraint. patch by Juha Mäki-Kanto (kanttori)
February 28, 2011, 19:48 (GMT)
git users complain this breaks for them
February 28, 2011, 18:42 (GMT)
change return values from mathutils callbacks to match pythons (-1 is error), so error macro's can be used in both.
Revision 506e8aa by Janne Karhu
February 28, 2011, 15:42 (GMT)
Bug fix: Render and 3d view conflict over ob->imat

* For rendering every object's inverse matrix "ob->imat" needs to
be in render view coordinates, but for drawing in 3d view it needs
to be in global coordinates. Originally (way back in historical
times) ob->imat was only used for rendering, but over the years
other uses came up too. Before 2.5 this wasn't a problem as
rendering was a totally blocking operation, but with the new
"interactive ui while rendering" the problems started. Basically
any update that redrew the 3d view while rendering (like rotating
the scene with mouse) updated the inverse matrix into global
coordinates thus invalidating it for the render, leading to all
kinds of strange discontinuities with textures and volumetrics.

* Problems were very easy to achieve using orco/object coordinates
for pretty much any textures (bump, point density, volume, sky),
for examples see bug reports 24906 and 25229. Render baking normals
in object coordinates was wrong most of the time too.

* Now there is a separate inverse matrix ob->imat_ren that's
calculated at the beginning of rendering and is used in all places
inside render code where it's needed. This way the original ob->imat
can change at will during rendering without causing problems.
February 28, 2011, 14:34 (GMT)
2.5 Netrender UI File:
* Code cleanup.
February 28, 2011, 14:25 (GMT)
2.5 UI scripts:
* Removed some unused code.
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