That was intended change to clear PROP_TRANSLATE flag from bl_label property of
operators, panels and menus (see rev40570)
If this flag leads to another issues it should be fixed in another way.
This fixes#30210: International Font Problem
this can be added back easily but currently this cant be saved into DNA and most likly support wont be added soon.
saves memory in editmode: 20 bytes per face or 40 on 64bit systems (5 pointers).
Note, there is no need to leave doversion code outside a version/subversion nest.
e.g. having if version < 262 in a 2.61 file will make the code to double-run.
however this is the same case for the code nested outside the if versions ...
with the advantage of making ahoys/version bumping easier.
Ton himself was unaware of how we were doing this and suggested to get rid of the /* put subversion code here */ practise.
Added AnimData block to MovieClip datablock which allows to animate different
properties in clip. Currently supports animation of stabilization influence only.
Needed to deal with OS like openSUSE where Python is installed to /usr/lib64
and don't work if it's getting bundled into <blender_version>/python/lib.
Thanks to Campbell to making this patch cleaner :)
the embed bge has its own DisableForText() routine which prepares the GL flags for the text render.
For some reason blenderplayer is taking a slim approach and going straight for the rendering. This routine helps to address this bug/case (non reported, foundin my own project files). If need arises we should move this to its own routine incorporating the other GL tests the embed bge performs.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only.
I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see:
http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/
(old discussion but better be sure than sorry)
I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
If you tried to rotate an edge that was part of a chain
between two faces, the join faces function would remove
the whole chain (else it would leave a 'spur') and then
rotate edge would crash looking for a vertex that is no
longer there.
Check for this case and disallow rotate if so.
[#30059] Shape Keys is gone in Blender if you use Add Object Actuator in BGE
[#30024] Segmentation fault after addObject when using shape keys
[#28683] segfault in shapekey conversion code when running a game (YF, level home) twice
*operator now works with few limitations:
-still no preview(will be back soon)
-rotation will not work if only one uv is stitched between islands(will need method to calculate uv normal for manifold)
Also fixed island calculation for UvElements, fixes a crash when uv sculpting with "Sculpt all islands" turned off