use float comparison from the "Ever Faster Float Comparisons" paper, tested with random values as well as random values converted to ints (where this existing code would fail).
- disable running scripts automatically
- set sequencer image preview
- added a 3D viewport in the python script screen & selected 'Text' in the next editor.
- enable stamp rendertime by default. (stamp its self is disabled)
- set the stamp font size to 12 (was 8, too small)
also set the default font size to 12 for new scenes.
* joined filename and directory to single rna entry for movie and sound sequence
* PROP_FILENAME was missing in makesrna
* made seq->strip->data->name PROP_FILENAME rather than PROP_FILEPATH for the complete path
* also made seq->strip->data->name read only
Missing still: update of sequence length, start end frame etc..
- dont import math as math and m, just import all members directly. (from math import *)
- was adding __builtins__ twice to the namespace
- account for unlikely but possibly failier to import math.
His log:
There is a small typo in copy_curve(): there will be serious troubles
if this functions is called for OB_FONT in edit mode (for my cases
it is segmentation fault).
I think we should set editfont to NULL for cloned curves (as it is made
for edit nurb).
This bug was found by trying to edit text with applied Cast modifier
and while I was searching what's wrong, I've found that in
castModifier_deformVerts() DerivedMesh is creating for all objects,
but in castModifier_*_do() derived mesh is used only for OB_MESH
objects. Maybe this place could be optimized a bit by skipping DM
creation for non-meshes?
- console selection working
- copy selection to clipboard
- paste selection from clipboard works with multiline paste
word-wrap is still not working with selection drawing.
ImageBuff([width,height[,color[,scale]]])
width, height: size of buffer in pixel.
default: buffer not allocated.
color: initial value of RGB channels. Alpha channel is 255.
Possible values: 0(black=default) -> 255 (white)
scale: True or False to enable or disable fast scaling
default: False
This constructors eliminates the need to use the load function
when you just want to initialize the image buffer to black or white.
rename image.save() --> image.save_render() because it uses render settings for saving.
added image.save() which is like pressing save in the image view, saving to the images path and removing the dirty flag.
rename BKE_get_image_export_path() to BKE_rebase_path() and take a filename arg rather then an image.
obj export file copy was also not working because of a missing import.
* Effectors now work with hair dynamics.
* Hair dynamics has a new "Collider Friction" parameter that works similarly to internal friction except now all collision objects effect the hair velocity. Useful for quick'n'dirty interaction with objects as the calculations are really fast, but doesn't really take away the need for proper hair-object collisions.
I forgot to say in the last commit that those arguments are only for the BlenderPlayer.
we can now set external warpdata files.
2Do:
(1) convert relative to absolute paths for warpdata files
(2) investigate weird bug on lack of light in blenderplayer with warpmesh
... [old 2Do]
(3) documentation
(4) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)