does not use any opengl for calculations (2.5 friendly!) and free from screen pixel artifacts. raytracing is used for occlusion.
Details
* Uses a 2D screenspace bucket grid that store intersecting faces and a list of UV pixels to optimize lookups between the brush rectangle UV pixels
* Buckets and faces are initialized when a brush first touches them.
* on initializing all the faces used have their UV pixels are converted into screenspace and copied into the buckets for painting (if the pixel is not occluded by a ray cast).
still a lot to do - blend modes, float buffer, image wrapping, image texture filtering.
Add feature requests here
http://wiki.blender.org/index.php/Wahooney_re/Paint_Branch_Proposals
- Code has been changed to reflect this (ie. deprecated functions are not anymore used)
* clean up the C and C++ compiler flags mess.
- in the environment construction of BlenderLib all the compile flag governing options have been split in the *C*, *CC* and *CXX* containing equivalents.
C is for C compiler only flags. CC is for C and C++ compiler flags and CXX is for C++ compiler only flags.
All the platform default config files need to be double checked and fixed wherever it looks necessary. Either DIY, or send me a note with needed changes.
- a start for the BlenderLib parameter list has been made - all the SConscripts need to be checked and modified to hand in flags properly.
* A theeth request: make -jN settable in the config file.
- I give you BF_NUMJOBS, which is set to 1 by default. In your user-config.py, set BF_NUMJOBS=4 to have 4 parallel jobs handled. Yay.
Basically the code was referencing var[-1] it wasn't using it
but also did not need to be set in those cases. So I moved
the assignments so it skips the -1 case.
Kent
added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
conversion was reading the mtex array in a library linked material. It
is however not guaranteed that direct_link_* was called on the material
yet, so the array pointer is not always valid and it can crash.
* #17900 - IK Constraint was not included regardless of what Visual-Keying method was used
* Deleting a Bone Group now corrects indices of those groups that occurred after the one that was deleted
* No more click-a-mania - Delete all vertex groups from a Mesh (Ctrl-Shift-G menu)
This is an interesting bug since it is likely the cause of many other suspicious python crashes in blender.
sys.last_traceback would store references to PyObjects at the point of the crash.
it would only free these when sys.last_traceback was set again or on exit.
This caused many crashes in the BGE while testing since python would end up freeing invalid game objects -
When running scripts with errors, Blender would crash every 2-5 runs - in my test just now it crashed after 4 trys.
It could also segfault blender, when (for eg) you run a script that has objects referenced. then load a new file and run another script that raises an error.
In this case all the invalid Blender-Object's user counts would be decremented, even though none of the pointers were still valid.
"Warning: binarysearch_bezt_index encountered invalid array" errors were being displayed in the console. Was caused by 3d-view show-keyframe for infostring stuff, when an IPO being checked had no keyframes.
- Adding constraint using button in panel still didn't update Armature Editing buttons properly.
- Minor code tidying of earlier bugfix for armatures
- 'For Transform' option for Limit constraints is now only taken into account for constraints that are enabled.
Second attempt at fixing this bug. Previous fix caused segfault when all bones in a chain are selected. Now it should segments which are selected (i.e. get swapped) will get unparented from segments that aren't (i.e. aren't swapped, so are still in old orientation)
After some discussion with Campbell, changed the way cstruct sizeof is fetched.
Moved DataSize() to Blender.Types.CSizeof(Blendertype). Supported types return sizeof(data struct), otherwise -1.
To quickly check what types are supported:
import Blender.Types as bt
x = dir(bt)
for t in x:
if t[0] != '_':
s = 'bt.CSizeof(bt.' + t + ')'
print t,"=", eval(s)