This patch should make gettext return unicode, which is what freetype
expects (also explicitly set in the same file). It makes translations
that support non-ascii *and* non-unicode encodings, such as latin 1 for
western european languages, draw correctly. The problem only occurs for
platforms where those encodings are default, i.e. in Linux if
/etc/locale.gen looks like this:
sv_SE ISO-8859-15
If it were to read UTF-8 this patch doesn't change the behaviour at all.
This is probably the case for Mac OS X and perhaps Windows.
The camera -> world transform wasn't being calculated properly for 'ortho' cameras: getOrigin()[2] should be scaled by 100 (like the render transform in KX_KetsjiEngine)
orco coordinates were assumed to be valid when pointers were non-null,
this seems to have been a wrong assumption, pointers were probably unitialized
(but only for some objects like surfaces?), so when the export code tried to
access them, it crashed.
Now the rendermaterial texco flag is tested instead, which probably is how
it should have been done in the first place...
On large changes of the Lattice resolution button, the undopush crashed.
Reason was that the push happened for buttons before the actual event for
buttons was executed.
Solved by creating new event UNDOPUSH that's being added to the queue by
by buttons now.
- Made button undo texts for number buttons more clear
- Added undo push for missing Add lamp/empty/lattice/camera
Static-animated particles didn't recalculate on render
when used for duplicators (did work for halos). Allows material/texture ipo
for animated motion.
Move to layer buttons, using SHIFT+hotkeys to set button values and use
mouse to press OK undid the last change, this due to active flag hanging
on that button. It now clears hotkey active flags on mouseclick first.
On appending in posemoding, Blender could crash.
Found out the new 'select appended' also sets the 'active base/object'.
This isn't OK on that level of the code, 'active' exists (and needs to be
set) on UI code level in src/, not in the middle of file reading function.
Also removed weird negative bitflag that enforced 'select appended' to
be default. If you want that, set the flag itself in do_versions or so.
In my opinion it is best saved in .B.blend instead. Another time...
Appending or Linking data from other file always cleared scene scriptlinks,
due to having 1 line of code just on wrong location... is bug since 2.25,
so finally something again I didn't recently break in working code :)
- Deformed mesh didnt give correct 'orco' anymore on render
- Mesh editmode, "Separate loose parts", crash on empty mesh (no verts)
- Global undo; buttons sending redraw events gave extra undo push called
"Make single user or local". That latter was wrong event handling for
REDRAW event, harmless, until now :)
First one is a real showstopper... bah!
Found out the conversion functions for indices <-> framebuffer only went
up to 18 bits, making selection in zbuffer-select (or vpaint/faceselect
even) not work on large datasets. Provided you have 24 bits display, of
course.
This limit was just dangling in the code since long ago... modern times eh!
with the zblur plugin for faster dof (or other seq.plugins that need the
zbuffer).
I don't think the conversion to a blender zbuffer value is quite correct,
but at least it does produce usable results for zblur without too much
differences with the blender render (at least not for the short tests that I
could do in this short time...)
- Nurbs objects didnt render ray-transp. Was caused by 1) wrong normal calc
and 2) quads with vertices on same locations. Solved it with nice code that
checks illegal quads and turns them into triangles
- Made 'physics engine' variable SUMO default
- Typo in toolbox fix; cyclic isn't F but C
- loopselect doesnt work proper with vertices outside window
- outliner crash on script select (potential showstopper...)
- make curve parent menu, press ESC, crashed blender
All minimal changes in code. no new development, promised!
localview got stuck after an Undo command, it now restores to normal view
when no localviewed objects are there.
Please note again; localview is UI, so actually not saved in the undo...
- onlyshadow material defaulted to black when no shadow calc was used, is
now 100% transparent
- AO 'shadows' were not included in onlyshadow material
- alpha render appeared to be wrong since 2.32... it was gamma corrected
giving difference in OSA render with 'Gamma' on
That alpha issue i am going to tackle once, it is not well functioning, and
might be combined with new 'transmission' colors idea
This was actually a wrong pointer check in fileread that caused no harm
in past, but with UI-less file save it wreaked havoc!
Decided to add undo in sequencer window after all... it also involved
saving Meta strip settings in files. Very nice :)