Added AnimData block to MovieClip datablock which allows to animate different properties in clip.
Currently supports animation of stabilization influence only.
--
svn merge -r44129:44130 ^/branches/soc-2011-tomato
not set by building job which leads to unusable proxies.
This change should resolve issues reported in #30229: Sequencer Meta strip Proxy Fails
and probably #30196 will work nicer too.
- Hide Manipulate center points in sculpt and particle edit modes
- Hide 3D manipulators and orientation from sculpt mode
- Hide snap buttons in sculpt, weight, texture, vertex and particle painting modes
All this options weren't make sense in this modes and might only confuse user.
This will resolve issue #30180: 3D View header buttons and modes
For vertex/weight/texture paint, this has only the flags for using
unified size/strength. (Addresses TODO in code, before only sculpt
menu had these settings.)
For sculpt, moved the brush-related settings from the sculpt menu to
the brush menu.
Note that these menus are still very out of date (missing lots of
options), will address that in a different commit.
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
in existing addons this only effects OBJ import.
interestingly even though this is a bug (in that its returning a placeholder when it should load the image), since the placeholder points to the correct path, the image will load correctly when refreshed, so the bug's not too bad.
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.
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.
- Fixed memory lead in Carve_getIntersectedOperandMeshes
- Union manifolds only if they intersects second operand, leave manifolds
which doesn't intersect second operand as-is.
Unioning of intersecting manifold tried to perform as little union operations
as possible, but there were some not totally correct assumption which lead to
cases when unioning of manifolds of some mesh might be happened when one of
mesh sets already had got intersecting manifolds.
This commit corrects this incorrect behavior.
Discovered this when was looking into #30175: Boolean Difference causes 2.62 RC1 crash.
[#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
Issue was caused by merging triangles into quads policy which used to think
triangulation of non-planar/non-concave quads happens by 1-3 diagonal which
isn't actually correct in some OpenGL implementations.
Added check for non-concave faces when merging triangles. It will work fine if
original faces are flat. In case if original faces aren't flat this check might
fail and triangulate face when it's not actually needed or merge triangles in
a way which leads to OpenGL artifacts.