settting WITHOUT_BF_INSTALL='true' will disable
the copying to INSTALL_DIR
you can use that in your user-config.py or commandline
slipping in minor cleaning for Os X builds
- fixed WinTab locking positioning into absolute mode
- hopefully fixes [ #5586 ] Cursor control
Note: Setting the extent of the digitizing context causes Application to override
system settings for pen/mouse control. Removing this fixed the issue.
on OSX to have slow selection and mouse response.
Code from the previous commit is still there, but the #define that
triggers it has been commented out.
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing
Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there.
Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush .
Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated.
open the tablet and friends up....
Basically the issue this fixes is this. On my linux machine at
work someone setup a generic xorg.conf file that defines all
kinds of devices (a tablet and other stuff) which are not on my
machine. So blender was exiting when it tried to open the tablet
and failed. Now it doesn't.... :)
I also did some very minor reformatting... (replaced parts that had spaces
with tabs)
Kent
This is 'ported' from Nicholas Bishop's sculpting GSoC tree. I'm bringing it
over now so a) it can be there for when lukep does his GHOST refactor b) it's
something that GHOST should have anyway, particularly now there's interest in
painting tools and c) it's missing support in Windows, so hopefully now some
enterprising Windows coder can add that more easily in the main bf tree.
Right now X11 and Mac OS X are supported. I added and can maintain the Mac OS X
part, but I'm not familiar with the Xinput stuff, which Nicholas wrote. Both
X11 and Mac are collecting active device and pressure, and Mac is also
collecting x and y tilt data. Up to coders how they want to use this info! :)
Although the data's coming in, I haven't actually made this do anything. I
thought it best to leave it to brecht to figure out what he wants to do with the
painting stuff, and I wonder what other interesting uses there could be for it
(proportional edit?). I'll write implementation details in a separate mail to
the committers list.
"Swaps left and right bytes of small cursors for Carbon on Intel."
This fixes garbled cursors on Intel Mac builds. Tested on my G4 too and it works fine.
Used F11 and friends for its special keys Stop,again etc..
So this little patch enables F11 and F12 to work as expected
following link has documentation on it:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=4734408
also from /usr/include/X11/Sunkeysym.h
#define SunXK_F36 0x1005FF10 // Labeled F11
#define SunXK_F37 0x1005FF11 // Labeled F12
I also added a comment explaning why the heck its there...
What this means is XK_F11 and XK_F12 do not line up with the F11 and F12
keys on sun keyboards. So I've added special cases to correct the issue.
Doing a quick grep for XK_F shows there are some files in the
gameengine that use them when they probably shouldn't, but I'm not going to
attempt to fix them, Files that should be looked at are:
gameengine/BlenderRoutines/KX_BlenderInputDevice.h
gameengine/Converter/KX_ConvertSensors.cpp
gameengine/GameLogic/SCA_IInputDevice.h
gameengine/GamePlayer/common/unix/GPU_KeyboardDevice.cpp
gameengine/GamePlayer/common/windows/GPW_KeyboardDevice.cpp
gameengine/GamePlayer/ghost/GPG_KeyboardDevice.cpp
gameengine/Ketsji/KX_PythonInit.cpp
Kent
behaves very unpredictable (ask google) and seems to clear pending events
as well (fly mode, shift event dissappears).
The now used call, CGWarpMouseCursorPosition, creates no event so it has
to be combined with updating mouse cursor location in ghostwinlay.c
under linux / x11 / KDE.
The new behaviour in 2.34, not recreating the render window on re-render,
revealed that raising windows did not work under some window managers. Now the
"net wm extensions" are used if available, otherwise it will work the same way
as before (e.g. Gtk+ does this as well).
More info:
http://www.freedesktop.org/Standards/wm-spec
those who work with visible dock where experimenting slowdown of UI when
blender window was overlapping dock.
now :
- check available space excluding dock
- create window with a 10 pixels border
- maximised mode is only 1 click away
This code is fixing only. Will review that when consensus will be found
about how we should create the window.
if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items
older comps start as usual
Now we're on the root of the problem. Ghost (OSX) didn't accept rawkeys
for the 1-2-...0 keys on a french keyboard. These have apparently different
symbols on it. (these silly french! :)
This commit intercepts the rawkeys in convertKey() call, and manually
makes sure theyre correctly mapped.
So: now french (spanish, etc) OSX users can finally use layer hotkeys! And
the popup menu shortcuts! :)
Tested & verified by Lukep. Merci!
This function just calls another function which returns a success value, so I'm just passing that value directly as a return value.
Slap me with a trout if I wasn't suppose to fix this.