The Blender text editor's built in python template "Gamelogic" has a reference near the bottom to "objectHitList" as an alleged attribute to the KX_TouchSensor. This name is incorrect, it's correct name is "hitObjectList."
Attempting to access the suggested objectHitList returns error...
```
AttributeError: 'KX_TouchSensor' object has no attribute 'objectHitList'
```
The provided diff corrects this minor error.
Reviewers: kupoman, moguri, campbellbarton, Blendify
Reviewed By: Blendify
Tags: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D2748
`defvert_array_find_weight_safe()` was confusing 'invalid vgroup' and
'valid but totally empty vgroup' cases.
Note that this also affected at least ShrinkWrap and SimpleDeform
modifiers.
The order of evaluation of function arguments is undefined, and the order
was reversed between these compilers. This was causing regressions tests
to give different results between Linux and macOS.
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
Moving the ray_start_local to the new position does not lose as much precision as moving the ray_org_local to the corresponding position.
The problem of inaccuracy is within the functions: `bvhtree_ray_cast_data_precalc` and` fast_ray_nearest_hit`. And not directly in the values of the rays.
The way we use it, UI_PRECISION_FLOAT_MAX is actually + 1 to get total
number of digits, and float only has 7 meaningful digits, so that define
shall be at 6.
GCC seems to detect uninitialized into function calls now, but then isn't
always smart enough to see that it is actually initialized. Disabling this
warning entirely seems a bit too much, so initialize a bit more now.
This commit unifies the flattened texture slot names for bindless and regular CUDA textures. Texture indices are now identical across all CUDA architectures, where before Fermi used different indices, which lead to problems when rendering on multi-GPU setups mixing Fermi with newer hardware.
Hopefully fix it actually, at least could not reproduce it anymore with
that changen, but Was already quite hard to trigger before.
We need a memory barrier at this allocation, otherwise it might happen
after preview gets added to done queue, so preview could end up being
freed twice, leading to crash.
Change the implementation so it no longer takes over the mouse cursor motion
from the OS, instead only move it when warping, similar to Windows and X11.
Probably the reason it was not done this way originally is that you then get
a 500ms delay after warping, but we can use a trick to avoid that and get much
smoother mouse motion than before.
While drawing nice 'rounded' values is OK also for 'low precision'
editing like dragging and such, it's quite an issue when you type in a
precise value, validate, edit again the value, and find a rounded
version of it instead of what you typed in!
So now, *only when entering textedit of num buttons*, we always get the highest
reasonable precision for floats (and use exponential notation when
values are too low or too high, to avoid tremendous amounts of zero's).
Tweaked the path radiance summing and alpha to accommodate for possible contribution of
light by transparent surface bounces happening prior to shadow catcher intersection.
This commit will change the way how shadow catcher results looks when was behind semi
transparent object, but the old result seemed to be fully wrong: there were big artifacts
when alpha-overing the result on some actual footage.