Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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January 24, 2011, 14:37 (GMT)
Fix [#25715] [!] key doesn't work on french keyboard with Windows XP/7.nSubmitted by Eric Le PapennThe key sent VK_OEM_8, which wasn't handled at all. Added code to detect primary language and handle VK_OEM_8 specifically for certain layouts.
January 24, 2011, 10:10 (GMT)
Todo item: text editor scroll bar does not respond to clicks

Text space's scroll bar now uses quite the same strategy of handling
drag and click events as view2d.

I tried to share some code between this two spaces. but there was no big
luck with it: text sace uses it's own constants (like scroll bas size and offsets),
so the simpliest way was to define zone stuff for text space without sharing it
with view2d.
January 24, 2011, 05:15 (GMT)
fix [#25776] Crash when operator's bl_idname has more than one dot
January 24, 2011, 03:38 (GMT)
Raise an exception when registering classes with ID names which are too long. (related to bug ), found while looking into bug [#25776].
January 24, 2011, 02:56 (GMT)
no functional changes.
- remove unneeded casts to (char*) in interface code.
- replace strcmp(.., "") with checks on the first char of the string.
January 23, 2011, 19:20 (GMT)
Small fix for text input buttons:

Number buttons, in text input mode, now also align internally
like text buttons.

January 23, 2011, 17:25 (GMT)
BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor Balbio, changes by me.
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While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.

This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
January 23, 2011, 17:17 (GMT)
BGE: support modifiers without mapping to original mesh both graphically and physically, fixes bug #24942 and #25286.

Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.

Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.

Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers

In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
Revision fa38da0 by Janne Karhu
January 23, 2011, 14:04 (GMT)
Some ui reorganization of the physics tab:
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
Revision eafbb92 by Janne Karhu
January 23, 2011, 13:52 (GMT)
Panels that have the "no header" flag set are now always drawn first in a tab regardless of the order they were registered.
* This is a quick and simple workaround until we can define proper ordering for the panels.
January 23, 2011, 13:34 (GMT)
update testing md5's for changes in exporters.
January 23, 2011, 12:42 (GMT)
correct own bad spelling
January 23, 2011, 11:42 (GMT)
- fix problem with cmake, windows 'RelWithDebInfo' target, was giving error: "ImportError: No module named _socket" because of copying wrong files over.
- move test -> tests, this name is used elsewhere in lib/tests.
- change interface code not to loop on a float value (clang warning), harmless, but with extreme cases an eternal loop would still be possible though unlikely.
January 23, 2011, 08:37 (GMT)
bugfix + minor mathutils.Vector edits.
- multiplying a 2D vector by a 3x3 or 4x4 matrix would use un-initialized memory, now throw an exception.
- use more variable length array BLI_math functions.
January 23, 2011, 04:54 (GMT)
Logic UI: ParentActuator fix + PropertyActuator tooltip improvement
ParentActuator: sub options only available when mode==setParent + deactive ghost option when compound is true (isntead of saying that in the tooltip)
PropertyActuator: I never knew that you could pass a property name to the Add and Assign options of the Property Actuator. Where it's by design or a side effect is cool. And a tooltip explaining that does help.
January 22, 2011, 23:38 (GMT)
Merged changes in the trunk up to revision 34459.
Revision f39c794 by Janne Karhu
January 22, 2011, 21:22 (GMT)
Own mistake in fluid particles ui cleanup commit.
* Emission tab was shown without particle settings.
Revision 3dc1c14 by Janne Karhu
January 22, 2011, 21:13 (GMT)
Bug fix: pre 2.5 particles that were using old memory caching didn't load properly
* Now the old cache is just freed so that new calculations can be done.
* The particle dynamics regression test files should display correctly now.
Revision f459872 by Janne Karhu
January 22, 2011, 20:38 (GMT)
"Fix" for [#25766] Fluid Particle Bugs
* Argh, particles tab was showing the whole "non applicable settings for fluid particles"-galore as the particle type "fluid" can't be checked from rna using the settings type value. Now the ui is a lot cleaner and only settings that actually effect the fluid particles are shown.
January 22, 2011, 18:00 (GMT)
Small fix from the todo:

"Modal cursors" now remain visible, until reset. These cursors
were reset already on edges. Example: 3d view toolbar, grease
pencil. Do note, only use WM_cursor_modal() on real modal tools,
and restore it at end.

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