Campbell Barton [Sat, 20 Jun 2009 13:55:47 +0000 (13:55 +0000)]
moving the existing ply exporter into io before updating (to get a useful diff)
Campbell Barton [Sat, 20 Jun 2009 13:53:14 +0000 (13:53 +0000)]
RNA Fixes
* Python apis iterator didnt work, for example [f for f in mesh.faces] # failed.
* Python apis collection.items(), collections without names now return (index,value) pairs, better then returning nothing.
* bpy.ui and bpy.props modules were incorrectly named
* Mesh vertex colors red/blue needed to be swapped on getting/setting.
* Mesh vertex colors were not clamped.
Campbell Barton [Sat, 20 Jun 2009 06:06:13 +0000 (06:06 +0000)]
game logic UI script, physics could be broken up into more panels.
Campbell Barton [Sat, 20 Jun 2009 02:44:57 +0000 (02:44 +0000)]
ObColor wasnt converted into an RNA string.
Updated Mathutils.Vector/Euler/Quaternion/Matrix so these are types rather then module methods, each type now has a tp_new function, matching python builtins float/int/str.
Also cleaned up float conversion and arg passing.
Changed buttons_objects.py...
if ob in groups.objects: # no longer works
if ob.name in groups.objects: # is the new syntax
...its more dict like and a lot faster (avoids python iterating over each item and comparing each, use a single rna lookup instead).
Brecht Van Lommel [Fri, 19 Jun 2009 23:11:41 +0000 (23:11 +0000)]
UI
* Fix issue with panel header line not always being hidden
for the first panel.
* Fix graying out of aligned buttons being off by one pixel,
did not find a nice solution for it though, so just added
-1/+1 in the code.
Brecht Van Lommel [Fri, 19 Jun 2009 23:05:21 +0000 (23:05 +0000)]
2.5
* Optimized RNA property lookups and path resolving, still can be
much better, but now the 1000 IPO example on bf-taskforce25
runs at reasonable speed.
* Also an optimization in the depsgraph when dealing with many
objects, this was actually also a bottleneck here.
Nicholas Bishop [Fri, 19 Jun 2009 22:16:30 +0000 (22:16 +0000)]
2.5/Sculpt:
Made some improvements to how brush strength works.
* For the draw and inflate brushes, the brush's 3D radius is used to set the "goal" distance, towards which vertices move. A strength setting of 1.0 will move verts there immediately (with the usual exceptions of tablet pressure, texture/curve input, etc.)
* Also changed strength calculation to use the square of the strength slider, so that you don't have to be as finicky setting a low brush strength.
* For smooth brush, added an extra loop through the verts. So, a bit slower, but now verts take into account more than the immediate vertex ring.
TODO:
Still some magic numbers:
* Pinch limits the effect to moving vertices half of the way towards brush center. I see no use for a 100% pinch (it pretty much destroys the mesh.) Even half may be too high a limit, but this is hard to place an exact number on.
* Smooth has two magic numbers, the strength fudge factor and the number of smooth repetitions (currently 2.)
* The way the layer brush works is left unchanged for now.
Campbell Barton [Fri, 19 Jun 2009 16:27:01 +0000 (16:27 +0000)]
BGE: allow action blending by bringing back blend_poses() as game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
Brecht Van Lommel [Fri, 19 Jun 2009 14:56:49 +0000 (14:56 +0000)]
RNA:
* EditBone wrapped, using manual get/set function, and used
in the UI code. Makes the RNA wrapping code here more
complicated, but works.
Joshua Leung [Fri, 19 Jun 2009 11:17:56 +0000 (11:17 +0000)]
Animato - Conversions Bugfix
Object actions are now converted before object ipo's so that if both of them exist, the Action can still preserve its name.
Daniel Genrich [Fri, 19 Jun 2009 09:21:08 +0000 (09:21 +0000)]
Bugfix: Displace modifier was missing the "direction" drop down menu.
Campbell Barton [Thu, 18 Jun 2009 23:12:29 +0000 (23:12 +0000)]
Update Mathutils for py3k
* removed coercing types which has been removed from py3.
* matrix uses getset's rather then getset items.
* removed deprecated functions.
Daniel Genrich [Thu, 18 Jun 2009 21:25:21 +0000 (21:25 +0000)]
Fix for compiler error since BLO_sys_types.h was not in the path
Diego Borghetti [Thu, 18 Jun 2009 20:45:58 +0000 (20:45 +0000)]
Revert a small change to kerning, Matt please let me know if now it's fine (or like before).
Martin Poirier [Thu, 18 Jun 2009 20:23:46 +0000 (20:23 +0000)]
don't include stdint.h directly, it's broken on non C99 compliant compilers (you know which one I'm talking about).
Martin Poirier [Thu, 18 Jun 2009 20:13:17 +0000 (20:13 +0000)]
2.5
Missing { when WITH_LCMS is defined.
Brecht Van Lommel [Thu, 18 Jun 2009 19:51:22 +0000 (19:51 +0000)]
2.5 Python
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* Operator exec is called execute in python now, due to conflicts
with python exec keyword.
* Operator invoke/execute now get context argument.
* Fix crash executing operators due to bpy_import_main_set not being
set with Main pointer.
* The bpy.props module now has the FloatProperty/IntProperty/
StringProperty/BoolProperty functions to define RNA properties for
operators.
* Operators now have an __operator__ property to get the actual RNA
operator pointers, this is only temporary though.
* bpy.ops.add now allows the operator to be already registered, it
will simply overwrite the existing one.
* Both the ui and io directories are now scanned and run on startup.
Brecht Van Lommel [Thu, 18 Jun 2009 19:48:55 +0000 (19:48 +0000)]
RNA
Merging changes made by Arystanbek in the soc-2009-kazanbas branch,
plus some things modified and added by me.
* The API files now all in the makesrna module, convention is to
call them e.g. rna_mesh_api.c for rna_mesh.c. Note for visual
studio build maintainers, the rna_*_api.c files are compiled as
part of "makesrna", but do not have rna_*_gen.c generated as part
of the library. SCons/cmake/make were updated.
* Added function flags FUNC_USE_CONTEXT and FUNC_USE_REPORTS, to
allow RNA functions to get context and error reporting parameters
optionally. Renamed FUNC_TYPESTATIC to FUNC_NO_SELF.
* RNA collections now have a pointer to add/remove FunctionRNA's, this
isn't actually used anywhere yet, purpose is to make an alias
main.meshes.add() for main.add_mesh() in python.
* Fixes to make autogenerating property set/get for multidimensional
arrays work, though a 4x4 matrix will be exposed as a length 16
one dimensional RNA array.
* Functions and properties added:
* Main.add_mesh()
* Main.remove_mesh()
* Object.matrix
* Object.create_render_mesh()
* WindowManager.add_fileselect()
Brecht Van Lommel [Thu, 18 Jun 2009 19:25:58 +0000 (19:25 +0000)]
2.5
* Update cmake and makefiles to link python generic.
* Fix game engine building for cmake and makefiles.
* Fix compile error with py 3.x, due to 2.x compat fix.
Campbell Barton [Thu, 18 Jun 2009 17:34:39 +0000 (17:34 +0000)]
fix for building with py2.3
Daniel Genrich [Thu, 18 Jun 2009 15:33:58 +0000 (15:33 +0000)]
Fixing gl/glw.h compiiler error
Ton Roosendaal [Thu, 18 Jun 2009 15:31:14 +0000 (15:31 +0000)]
Added Make for new python/generic dir.
Also included GLEW.
Brecht Van Lommel [Thu, 18 Jun 2009 14:29:24 +0000 (14:29 +0000)]
RNA:
* Make cloth settings animateable from buttons.
Brecht Van Lommel [Thu, 18 Jun 2009 14:20:25 +0000 (14:20 +0000)]
UI:
* Fix context.cloth, was not being set correct.
* Fix errors with context pinning, scripts should
not assume context.object to be there.
* Always show preview even if e.g. the material is not
set, to keep ID buttons from jumping while you're
using them.
Campbell Barton [Thu, 18 Jun 2009 04:36:45 +0000 (04:36 +0000)]
build generic modules in their own lib, compiling without the game engine would fail because bpy_internal_import.c wasnt being included.
(scons only)
Campbell Barton [Wed, 17 Jun 2009 20:33:34 +0000 (20:33 +0000)]
Some generic modules from blender 2.4x building with py3k and mostly working.
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3
python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
Guillermo S. Romero [Wed, 17 Jun 2009 19:46:39 +0000 (19:46 +0000)]
Fix mask in arrow cursor and improve swap one.
Ton Roosendaal [Wed, 17 Jun 2009 11:01:05 +0000 (11:01 +0000)]
2.5
Logic editing back!
Test screenie:
http://download.blender.org/institute/rt9.jpg
I gave the buttons a bit more width, added nicer linkline draw.
Not working yet:
- theme colors for sensor/actuator types (was old button colors)
- moving sensors up/down (used bad pupmenu... better is icons like
used for modifiers)
- Linkline mouse-over select. Currently deleting a link goes by
drawing the same line again.
Needs to be fully tested for functionality too, leave that to the GE
department. :)
I noted there's bad button hacking with reading button values,
like check_state_mask(). uiBut structure was not meant to be exported
outside of interface module.
Campbell Barton [Tue, 16 Jun 2009 20:38:18 +0000 (20:38 +0000)]
ActionActuator in the game engine working again to display deformed meshes with the new animation system.
Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
Campbell Barton [Tue, 16 Jun 2009 19:51:58 +0000 (19:51 +0000)]
small merge needed for testing new animsys in 2.5 BGE, mixing own changes with merge can be a hassle.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20928:20937
Campbell Barton [Tue, 16 Jun 2009 18:25:48 +0000 (18:25 +0000)]
BGE Action Actuator setChannel() function was broken in a number of ways.
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes.
* game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory.
* setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful.
* Added getChannel() - returns pose loc/size/quat
* Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)
Campbell Barton [Tue, 16 Jun 2009 15:44:08 +0000 (15:44 +0000)]
looks like a mistake. should check with the scene render size, not the current scenes.
Campbell Barton [Tue, 16 Jun 2009 15:04:29 +0000 (15:04 +0000)]
changes to the sequencer in trunk between 20855:20928, (excluding UI changes)
had to //XXX comment some funcs.
Campbell Barton [Tue, 16 Jun 2009 14:21:58 +0000 (14:21 +0000)]
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
Ton Roosendaal [Tue, 16 Jun 2009 13:09:36 +0000 (13:09 +0000)]
2.5
Added SpaceLogic, to restore the old logic buttons into.
In future it can be used for a more advanced logic editor, with
states, behaviour, whatever. We'll see!
This commit only adds the backend for new space. Committed this
now as reference for when we need another space type. It's still
not well plugin-able (dynamic space types), but my idea is to just
have a new SpacePlugIn for this, with a neat small API to define
all relevant callbacks.
Also note the icon for the spacetype is wrong still.
Thomas Dinges [Tue, 16 Jun 2009 12:54:34 +0000 (12:54 +0000)]
2.5 Material Buttons:
* More tweaks by William. Thanks.
Remigiusz Fiedler [Tue, 16 Jun 2009 10:43:43 +0000 (10:43 +0000)]
DXF-export update: dxfLibrary.py v1.33 - 2009.06.16
- fix _point(): converts all coords to floats
- fix LineType class: implement elements
- added VPORT class, incl. defaults
- fix Insert class
Campbell Barton [Tue, 16 Jun 2009 08:52:04 +0000 (08:52 +0000)]
KX_PythonSeq (used for a number of BGE sequence types)
* cont.actuators.get("key", default) # dict like get function
* if "key" in cont.sensors: ...
Updated docs
Added missing include to Particle.c
Campbell Barton [Tue, 16 Jun 2009 07:16:51 +0000 (07:16 +0000)]
BGE Py API
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
Looks like they want us to use init-tab array, but this doesn't suit us since
it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
Dalai Felinto [Tue, 16 Jun 2009 03:27:57 +0000 (03:27 +0000)]
MSVC fix for rev. #20909 (reported/patched by moguri)
Guillermo S. Romero [Tue, 16 Jun 2009 02:40:39 +0000 (02:40 +0000)]
Separate "content reordering" from "plain menus".
Matt Ebb [Tue, 16 Jun 2009 01:51:51 +0000 (01:51 +0000)]
small fix: ao energy is not a percentage
Brecht Van Lommel [Tue, 16 Jun 2009 01:32:33 +0000 (01:32 +0000)]
UI:
Revert revision #20879:
Enable non reordering menus option, it was disabled without explanation (?).
This changed the order of all header menus with the header at the bottom,
this doesn't seem acceptable to me. Additionaly, it doesn't make sense to
me that this would be the same option as the toolbox shape, they should be
separate options.
Here's the rationale from 2005 by Ton:
I didn't add the commenting out of correcting pulldown menu order, which
is based on location of the originating button in the UI. This uncommenting
didn't solve anything, since button definitions itself can be flipped too.
(Example: the data brose menus in top bar need to be corrected).
I can imagine the order flipping is sometimes annoying, but it still has
reasons to be there;
- the most important / most used items are always closest to the mouse.
(like opening properties panel, or "Add new" for material.
- it follows muscle memory and 'locus of attention' (mouse position).
- menus are configured to open to the top for bottom headers, and to the
bottom for top headers. We can expect the UI is configured consistantly
for headers, so in general the menus will appear consistant as well.
Where menu flipping fails is especially for alphabetic listings, like in
the menu button of fileselect. However, that one should be configured to
open by default to the bottom, so ordering is consistant as well.
Brecht Van Lommel [Tue, 16 Jun 2009 01:25:49 +0000 (01:25 +0000)]
UI scripts:
* Close some material/texture panels by default.
* Update material buttons to use more diffuse/specular variables.
* Don't show texture mapping/influence when the texture is pinned.
* Small visual tweak for sequencer header menus.
Brecht Van Lommel [Tue, 16 Jun 2009 01:22:56 +0000 (01:22 +0000)]
2.5: Image Editor
* Started porting over to python, menus nearly done, header WIP.
* Game Properties panel is in python too
* Deprecated "Tiles" as a per face flag here, now it's always on
the image, used to be both, working in a very confusing way.
Unlikely someone actually had a purpose for this being per face.
* Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore,
so I don't want to bother updating it.
* Fix crash in image painting (own mistake in porting over bugfix
from 2.4x).
Brecht Van Lommel [Tue, 16 Jun 2009 01:10:47 +0000 (01:10 +0000)]
2.5: Text editor, port menu code to python.
Brecht Van Lommel [Tue, 16 Jun 2009 01:08:39 +0000 (01:08 +0000)]
UI
* Added option for panel to be closed by default.
* Added support for RNA property and enum icons in buttons.
* Remove some deprecated RNA menu code.
* Fix issue with newly created panels not being inserted in the
right place.
* Fix issue with 3-split layout not being divided correctly.
* FIx issue with menu items not drawing correct using python UI.
Brecht Van Lommel [Tue, 16 Jun 2009 00:52:21 +0000 (00:52 +0000)]
RNA
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
Andrea Weikert [Mon, 15 Jun 2009 20:28:49 +0000 (20:28 +0000)]
2.5 UI
* RNA enum for icons to allow specifying icons as string
* example: row.itemR(st, "line_numbers", text="", icon='ICON_LINENUMBERS_OFF')
Campbell Barton [Mon, 15 Jun 2009 20:22:50 +0000 (20:22 +0000)]
saving globalDict didnt work with python3.x
Brecht Van Lommel [Mon, 15 Jun 2009 12:18:17 +0000 (12:18 +0000)]
Bug #18920, clarification in tooltip of Mirror Vgroup option in
the mirror modifier.
Ton Roosendaal [Mon, 15 Jun 2009 12:13:10 +0000 (12:13 +0000)]
2.5
Bugfix: reading iconfile (~/.blender/icons/xxxx.png) didn't work.
Note: go to the outliner, user preferences, first theme, User Inteface, and
fill in name of the png file in "Icon File" text button. Save prefs, start
Blender, and it shows. This whole process can be optimized once, indeed :)
Brecht Van Lommel [Mon, 15 Jun 2009 11:48:42 +0000 (11:48 +0000)]
Fix for bug #18924: OpenGL performance issue with particle modifiers,
actually two modifier datamask optimizations that were never done.
* Don't use modifier data mask for disabled modifiers.
* Check if UV data is needed for particle system instead of always
requesting it.
Campbell Barton [Mon, 15 Jun 2009 11:47:16 +0000 (11:47 +0000)]
missing var in last commit
Joshua Leung [Mon, 15 Jun 2009 11:36:22 +0000 (11:36 +0000)]
2.5 - Changed the order in which constraints are defined in RNA to resemble the order users of 2.4x are more familiar with. Compared to the order in which they're actually defined, this order is more 'standard' in many cases.
Campbell Barton [Mon, 15 Jun 2009 10:11:08 +0000 (10:11 +0000)]
Game Engine working with the new animation system for Ipos (IpoActuator)
FCurves are used for animation evaluation so FCurve modifiers work :).
Tested with object location and object color animation.
Armature and Shape Keys next.
Ton Roosendaal [Mon, 15 Jun 2009 09:54:37 +0000 (09:54 +0000)]
2.5
Text Object: editmode suffered wrong allocation and reading from wrong
memory, causing crashes when typing more than a few chars.
Peter Schlaile [Sun, 14 Jun 2009 20:52:43 +0000 (20:52 +0000)]
== Sequencer ==
Fixes an irritating but harmless error message when using custom proxy files.
Guillermo S. Romero [Sun, 14 Jun 2009 20:26:20 +0000 (20:26 +0000)]
Standarizing on control for unconditionally entering keyboard input edit mode.
(Outliner uses this because shift is used for multiple select)
Benoit Bolsee [Sun, 14 Jun 2009 20:01:12 +0000 (20:01 +0000)]
BGE bug #18869: Can't create Windows runtime.
Benoit Bolsee [Sun, 14 Jun 2009 19:59:59 +0000 (19:59 +0000)]
Update MSVC9 project files. Use pthreadVC2 instead of pthreadVSE2 to match scons (don't know why we were using VSE2 in the first place).
Peter Schlaile [Sun, 14 Jun 2009 18:54:35 +0000 (18:54 +0000)]
== Sequencer ==
Big proxy fix (addressing hopefully most complaints on mailing list and
in tracker)
* proxy render settings are now independent of render size settings.
That means: which proxy size is used, is controlled by two parameters
now: the proxy size of the files, can be controlled with additional
buttons within the proxy panels. What is shown in a specific preview
window depends on the header settings of the preview panel.
So: proxies are _only_ used in those windows, that are switched to a
specific proxy resolution.
* output rendering is always done _without_ proxies.
* proxy generation now shows a waitcursor with numbers.
(closing Bug: [#18909] Building Proxies doesn't give any feedback
which was rather a feature request, since the problem mentioned there
was always the case :) )
Thomas Dinges [Sun, 14 Jun 2009 18:16:38 +0000 (18:16 +0000)]
2.5 Material:
* Some material button tweaks by William. Thanks.
* Some more material notifiers.
Guillermo S. Romero [Sun, 14 Jun 2009 17:20:46 +0000 (17:20 +0000)]
Enable non reordering menus option, it was disabled without explanation (?).
Andrea Weikert [Sun, 14 Jun 2009 15:14:17 +0000 (15:14 +0000)]
2.5 MSVC9 projectfiles
* enabled game engine in regular build
Note1: blenderplayer hasn't been looked at yet and is not linking
Note2: KX_blenderhook and KX_converter need windowmanager include, this dependency should probably be removed.
Campbell Barton [Sun, 14 Jun 2009 12:53:47 +0000 (12:53 +0000)]
Blender/Python API
Send the full python stack trace to the reporting api,
added BPY_exception_buffer which temporarily overrides sys.stdout and sys.stderr to get the output (uses the io module in py3 StringIO in py2 to avoid writing into a real file), pity the Py/C api has no function to do this.
fix for crash when showing menu's that have no items.
Peter Schlaile [Sun, 14 Jun 2009 10:59:54 +0000 (10:59 +0000)]
== Sequencer ==
This fixes:
* free_imbuf_seq() didn't free all scenes. That will lead to steady memory
growth in case of nested timelines with several scenes.
* sequencer panels were always jumping around, depending on strip type,
which was caused by choosing always the same panel position and the
silly limitation, that
* effect strips had no filter option, which was therefore added.
So you can apply color balance on effect filter output now :)
Campbell Barton [Sun, 14 Jun 2009 06:52:46 +0000 (06:52 +0000)]
typo in gpu_extensions.c, removed unused function
Campbell Barton [Sun, 14 Jun 2009 06:03:12 +0000 (06:03 +0000)]
changing the scale of a sleeping object wasnt working with bullet.
Example is a cube that lands on a plane, sleeps after some time, a script changes the scale.
It would still use the scale when the object first went to sleep.
reported on blenderartist.
http://blenderartists.org/forum/showthread.php?t=158617
Kent Mein [Sat, 13 Jun 2009 22:31:14 +0000 (22:31 +0000)]
coverity issue CID: 275
Checker: FORWARD_NULL (help)
File: base/src/source/blender/gpu/intern/gpu_extensions.c
Function: GPU_shader_create
Description: Variable "fragcode" tracked as NULL was passed to a function that dereferences it.
fix provided by Brecht. :)
Kent
Kent Mein [Sat, 13 Jun 2009 22:23:24 +0000 (22:23 +0000)]
coverity issue CID: 307
Checker: FORWARD_NULL (help)
File: base/src/source/blender/blenkernel/intern/modifier.c
Function: meshdeformModifier_deformVerts
Description: Variable "dm" tracked as NULL was passed to a function that dereferences it.
fix provided by Brecht.
Kent
Thomas Dinges [Sat, 13 Jun 2009 21:22:21 +0000 (21:22 +0000)]
2.5 Buttons:
* Added more material buttons by William. Thanks.
I made some minor adjustments and added Specular Shader Model RNA.
* Code cleanup and some consistency tweaks of button files.
Notes: Preview render now only shows up when there is an active world, material, texture or lamp.
* Made sure initial panels with ID Datablocks are shown, even when no block is active.
Campbell Barton [Sat, 13 Jun 2009 20:58:43 +0000 (20:58 +0000)]
BGE events, not sure every event works as it should but keyboard looking and mouse focus seems to work ok.
Tested some basic logic brick blend files that use key input which run properly.
Campbell Barton [Sat, 13 Jun 2009 17:25:54 +0000 (17:25 +0000)]
GameEngine WIP,
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
Kent Mein [Sat, 13 Jun 2009 16:57:26 +0000 (16:57 +0000)]
coverity issue CID: 469
Checker: REVERSE_INULL (help)
File: base/src/source/blender/blenkernel/intern/BME_tools.c
Function: BME_split_face
Description: Pointer "example" dereferenced before NULL check
Check for null before we try to use it.
Kent
Kent Mein [Sat, 13 Jun 2009 16:52:01 +0000 (16:52 +0000)]
coverity issue CID: 401
Checker: NULL_RETURNS (help)
File: base/src/source/blender/imbuf/intern/radiance_hdr.c
Function: imb_loadhdr
Description: Incrementing possibly NULL value "ptr"
Make sure were not trying to index past our array.
Kent
Kent Mein [Sat, 13 Jun 2009 16:49:30 +0000 (16:49 +0000)]
coverity issue CID: 228
Checker: DEADCODE (help)
File: base/src/source/blender/gpu/intern/gpu_material.c
Function: GPU_materials_free
Description: Conditional "ma != 0"
was looping over wrong variable I'm guessing a cut and
paste error from above.
Kent
Kent Mein [Sat, 13 Jun 2009 15:54:39 +0000 (15:54 +0000)]
coverity issue CID: 44
Checker: FORWARD_NULL (help)
File: base/src/source/blender/render/intern/source/texture.c
Function: do_lamp_tex
Description: Variable "co" tracked as NULL was dereferenced.
co was set to NULL at the beginning of the function and it could
possibly slip through all the logic above so lets test it before
we use it blindly.
Kent
Diego Borghetti [Sat, 13 Jun 2009 14:58:39 +0000 (14:58 +0000)]
Restore default value for font kerning.
The user value is 0 by default and the font kerning (the value
that come with the font) is enable, like always.
(the last was disable by mistake in a previous commit)
Robin Allen [Sat, 13 Jun 2009 14:22:40 +0000 (14:22 +0000)]
Omission of a texture node to specify coordinates was regarded as a bug by some users. I rather agree :)
Campbell Barton [Sat, 13 Jun 2009 14:07:38 +0000 (14:07 +0000)]
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20849:20855
to get the BGE building with py3k and no sdl
Campbell Barton [Sat, 13 Jun 2009 13:57:56 +0000 (13:57 +0000)]
convert non-string pyoperator exceptions into strings if they are not already.
Campbell Barton [Sat, 13 Jun 2009 13:02:01 +0000 (13:02 +0000)]
G.sipo was being passed in the BGE when it wasnt needed, just access G.sipo directly.
KX_PythonSeq.cpp - disable the cmpfunc with py3, need to have richcmp.
Joshua Leung [Sat, 13 Jun 2009 11:52:33 +0000 (11:52 +0000)]
2.5 - Armature/Bone Tweaks
- Changing visible layers for armatures now sends notifiers
- Made the bone buttons show the layers data
TODO:
I also tried making the bone buttons show for 'PoseChannels' instead of the raw bones since this is more correct for most editing that can be done (i.e. when posing). For editmode though, we'd need to wrap EditBones in some way? However, I couldn't seem to get this to work due to the way paths are resolved.
Campbell Barton [Sat, 13 Jun 2009 11:28:29 +0000 (11:28 +0000)]
allow building without SDL
Joshua Leung [Sat, 13 Jun 2009 11:21:02 +0000 (11:21 +0000)]
2.5 - Armature Buttons + UI-Templates
Added a new template for layer-buttons, which auto-determines the layout of the buttons instead of relying on some hardcoded pattern for n-layers (i.e. 16 or 20 currently). This is a still bit rough, and could do with some refining to allow us to define what extra info (icons) should get drawn on the buttons or so.
Currently, this is only used in the Armature buttons to allow showing/hiding layers.
Campbell Barton [Sat, 13 Jun 2009 11:09:13 +0000 (11:09 +0000)]
merged from trunk 20741:20848
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
Campbell Barton [Sat, 13 Jun 2009 09:33:55 +0000 (09:33 +0000)]
in some cases importing without materials could raise a python error.
surprising nobody found before.
reported by <chewed-on> who doesnt want his real name used for some reason.
Campbell Barton [Sat, 13 Jun 2009 08:04:43 +0000 (08:04 +0000)]
adding __contains__ to python rna props.
example usage.
if "Scene" in bpy.data.scenes: print(True)
Only works for strings with collection property types.
Campbell Barton [Sat, 13 Jun 2009 06:42:12 +0000 (06:42 +0000)]
text live_edit feature useful for UI scripts (run python scripts on every keystroke, careful with the os module)
http://www.graphicall.org/ftp/ideasman42/realtime_ui.ogv
current kerning makes this a bit cryptic.
Campbell Barton [Sat, 13 Jun 2009 04:31:30 +0000 (04:31 +0000)]
no need to use mathutils
Campbell Barton [Sat, 13 Jun 2009 03:54:27 +0000 (03:54 +0000)]
OBJ Import
* Wasn't setting the curve 3D option
* The nurbs object name could be None which caused an error, check its set.
OBJ Export
* Off by 1 error on closed nurbs was incorrect, broke other importers but worked with blender.
* Nurbs verts were not adding to the total vert count, scrambling meshes added after (somehow my first test case had all the curve objects last)
Kent Mein [Sat, 13 Jun 2009 03:08:58 +0000 (03:08 +0000)]
coverity issue CID: 523
Checker: UNINIT (help)
File: base/src/source/blender/blenlib/intern/freetypefont.c
Function: objchr_to_ftvfontdata
Description: Using uninitialized value "face" in call to function "freetypechar_to_vchar"
freetypechar_to_vchar expects face to be defined so we need to
return before then if we have a problem. Also it doesn't
make sense to not return FALSE if there is an error because we
didn't do anything.
Kent
Campbell Barton [Sat, 13 Jun 2009 03:05:20 +0000 (03:05 +0000)]
X90 Rotate option so you can export without rotation and import, keeping the same orientation.
Campbell Barton [Sat, 13 Jun 2009 01:30:47 +0000 (01:30 +0000)]
remove warnings
Diego Borghetti [Fri, 12 Jun 2009 17:18:59 +0000 (17:18 +0000)]
Made the kerning a float, this give a little more of tweak.
0.5 is the default value now, the range are from -5.0 to 5.0.
Note that we allow negative value, but the current draw code
always check for overlap characters.
Nathan Letwory [Fri, 12 Jun 2009 15:37:23 +0000 (15:37 +0000)]
=== SCons ===
* make the nsis installer script automatically use the Python version we build against
* bump Python version used
Thomas Dinges [Fri, 12 Jun 2009 15:22:08 +0000 (15:22 +0000)]
2.5 Texture Buttons:
* Now texture settings (colors, mapping, influence) only show up, when the texture type != None.
Ton Roosendaal [Fri, 12 Jun 2009 15:11:51 +0000 (15:11 +0000)]
2.5
Fix for new picker: mouse move out of menu was handled as
restore... added new block flag UI_BLOCK_OUT_1 to denote
it shouldn't.
Thomas Dinges [Fri, 12 Jun 2009 14:48:11 +0000 (14:48 +0000)]
2.5 RNA:
* Added some more notifiers to userdef.
* Removed "yafray_export_directory" property.