A little cleanup on the internal font, it's possible load the old
bmfont with: BLF_load_mem(name, NULL, 0) where name can be: helv,
helvb or scr.
Note that the internal font also support both draw, texture and bitmap,
by default always used texture.
Remove some old lang function that I left there and don't exist any more
because the locale are now in the RNA.
Small changes to Style's, so if we build without freetype2 by default
go back to the internal font, this is a little ugly (and have the old
problem of scale) but now blender always show text (need work a little
more there).
Last commit from brecht with feature:
* Buttons window data context icon new changes depending on active
object.
Forgot to check for ob==NULL, crashed files.
Fixes:
[#18489] Adding (add filter) nested strips
causes Blender VSE to segfault on frame render.
[#18209] 3 VSE crash bugs with .blends
(all left click and move mouse over Metastrip/Blend Mode related)
... and a new segfault I introduced with my last commit.
Also: memcache limiter refcounts are tested now in critical
places, printing an error message,
since doing refcounting right is, well, hard.
This fixes
[#18079] Sequencer color correction does not apply on float image if "make float" is not applied
and closes
[#18582] bug fix#18079
by removing ibuf->rect on image load if ibuf->rect_float is used.
(Don't know, why the OpenEXR loader does that, but I fix this on sequencer
side for now...)
* Enviroment Map implemented (replacing truncated mode 2).
- Now it's possible to pre-bake animated (or static) EnvMaps to use with Cube Map textures.
* Enabling 2DFilter in Dome mode
- no GL_DEPTH_BUFFER supported though.
* Tweaking GameSettings menu (centralizing buttons)
getScreenPosition(obj):
- Gets the position of an object projected on screen space.
getScreenVect(x, y):
- Gets the vector from the camera position in the screen coordinate direction.
getScreenRay(x, y, dist, property):
- Look towards a screen coordinate (x,y) and find first object hit within dist that matches prop.
- The ray is a call to KX_GameObject->rayCastTo from the KX_Camera object.
Patch [#18589] test files can be found there. Patch reviewed by Campbell
CListValue fixes
- Disable changing CValueLists that the BGE uses internally (scene.objects.append(1) would crash when drawing)
- val=clist+list would modify clist in place, now return a new value.
- clist.append([....]), was working like extend.
- clist.append(val) didnt work for most CValue types like KX_GameObjects.
Other changes
- "isValid" was always returning True.
- Set all errors for invalid proxy access to PyExc_SystemError (was using a mix of error types)
- Added PyObjectPlus::InvalidateProxy() to manually invalidate, though if python ever gains access again, it will make a new valid proxy. This is so removing an object from a scene can invalidate the object even if its stored elsewhere in a CValueList for eg.
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
Armature modifier didn't set amd->prevCos temp variable to NULL
after freeing. Saving this in file will cause error or crash on
reading. Quite weird how it survived so long?
Ray-transparent didn't pass on thread number to shading code, giving
"blothes" in render, when using node materials.
This also rewinds Campbells commit of feb 21, which tackled the error,
but not the cause.
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.
This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).
This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
Some functions used
ProcessReplica(replica);
others
replica->ProcessReplica()
Use the second method everywhere so the PyObjectPlus's ProcessReplica() can be called from its subclasses.
Note that PyObjectPlus's ProcessReplica isnt used yet.
Using "Key Alpha" didn't work when using MBlur render. The accumulation
code was assuming regular alpha then. Now it corrects for it.
Still it's a bit of a weak spot in Blender's render system. I will look
in the future to make this a real post process; converting all RGBA
buffers in the system, including for all passes, to "key alpha".
Combined with that our compositor should become alpha type aware too.
Everything in Blender assumes premul alpha, which still just will work
best in general...
improved how attribute errors are set so each classes py_getattro function dosnt need to set an error if the attribute doesn't exist.
Now py_base_getattro sets an error on a NULL return value when no errors are set to avoid setting errors at multiple levels.
The fix is, if the file was saved on the highest multires level, then mesh contains a copy of the vertices anyway, and we can just copy it back into multires.
Otherwise, multires is removed from the mesh to avoid a crash.
* Changed the buttons window contexts to be like the mockups:
scene, world, object, data, material, texture, particles, physics
* Removed temporary C layout code for buttons and scene.
Using feature XRay + Transparent could crash on undo/redo, the
view3d afterdraw was still storing data here whilst it shouldn't...
Reason was that object got added twice actually... but only freed
once. Also caused weird flashy display.