source/blender/blenlib/intern/fileops.c - zero length strings would check for a slash before the strings first char.
source/gameengine/GameLogic/SCA_JoystickSensor.cpp - m_istrig_prev was not initialized
source/blender/src/editmesh.c - active face pointer was not set to NULL in free_editMesh()
Two new gestures:
- Merge: remove cuts on a stroke (gesture is a circle around the cuts to remove). The encircled points are changed to continuous points.
- Convert: convert selected strokes to bones (gesture is a stroke that loops back on itself once).
Note that all those different gestures are experimental. First, to get a good hang on recognition. Second, to try different things.
2 segments gesture, going back and forth over a stroke (intersecting twice, angle between segments > 120). Can delete more than one stroke at once. Stroke crossed only once are not deleted.
- straight segments are extracted from the strock
- Cut gesture is now on straight strokes only
Trim Gesture:
- Two segments gesture. First segment indicates where the cut is, second indicates which side to trim.
Gesture / Stroke intersection bugfix: better code to deal with perspective (this is very brute force still).
Cut gesture: drawing a line with RMB adds exact points (joints in the final skeleton) on strokes. Can cut multiple strokes at once as long as it cuts each one only once (this could be changed).
Shape of the gesture doesn't matter, but eventually it would be straight lines shapes for cuts.
- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference.
- Don't record collision on inactive sensor.
This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors.
The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
- Reset hit object pointer at end of frame of touch sensor to avoid returning invalid pointer to getHitObject().
- Clear all references in KX_TouchSensor::m_colliders when the sensor is disabled to avoid loose references.
- Test GetSGNode() systematically for all KX_GameObject functions that can be called from python in case a python controller keeps a reference in GameLogic (bad practice anyway).
Subdivide in equal length bones
Subdivide by correlation (linearity limits)
Code borrowed in parts from the skeleton generator. Will be eventually reuse code more efficiently.
Particle system crashed in convertblender, missing NULL check.
This fixes crash, render survives, but I doubt it was meant so...
Will leave it Janne to evaluate later.
regression files, it showed small dark outline errors on envmap.
This commit rewinds bugfix #8437, which actually had to be fixed on
another location in code, which was done a few weeks ago. :)
Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.
When Action Editor was maximised, Grease Pencil data disappeared. This was due to the screen-swapping that went on. Now, it uses the old-screen that was stored in the maximised Action Editor's screen (should be safe...)
* Onion-skinning with GStep > 0 was not showing enough of a noticable difference between ghosts. Improved method of calculating this.
* Clicking in a Grease-Pencil datablock channel in the Action Editor would crash
- Delete Sketch button
- During continuous strokes, when moving out from and back into an embeding, interpolate depth of the stroke like is done when snapping
This is on by default, and trades random noise for banding. It jitters
the step size from 75% to 125% of its original amount, and since it
uses the threaded random seeds, shouldn't flicker during animation.
These two images took roughly the same time to render:
http://mke3.net/blender/devel/rendering/volumetrics/vol_stepsize_randomized.jpg
- modified point density so that it returns a more consistent
density with regards to search radius. Previously larger radii
would give much higher density but this is equalised out now.
- Added a new volume material option 'density scale'. This is an
overall scale multiplier for density, allowing you to (for
example) crank down the density to a more desirable range if
you're working at a large physical scale. Volume rendering is
fundamentally scale dependant so this lets you correct to get the
right visual result.
- Also tweaked a few constants, old files won't render exactly
the same, just minor things though.
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.