* Made GameLogic.addActiveActuator(actu, bool) to raise an error if the actuator is not in the list. Before it would allow any value as the actuator and fail silently (makes debugging scripts more difficult).
* Allow the actuator to be a string which is convenient if you dont want to change the settings of the actuator.
* Added activate/deactivate functions to the controller, this is more logical since the GameLogic.addActiveActuator() function is running through the controller anyway.
GameLogic.addActiveActuator(controller.getActuator("SomeAct"), True)
...can be replaced with...
controller.activate("SomeAct")
- Volume embed is available as a transform snap option (need new icon). Not as "continuous" as stroke embed, will have to be fixed somehow.
- Transform snaps work in armature edit mode (only snap to mesh, not other armatures, for now). Adding to other edit data type should be easy.
- Strokes can use all the transform snap options plus volume embed.
Bug fix: added small threshold to face snap (and volume embed) to prevent slipping in cracks between faces. More tweaking needed but this now takes care of all the worst cases.
* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue.
* added scene.objects to replace scene.getObjectList()
* added function names to PyArg_ParseTuple() so errors will include the function names
* removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument.
* Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
* I accidently broke the scons bit by chopping the node libs into pieces. I forgot that trunk hasn't had the nice scons cleanout I did in Blender 2.5 branch. Now everything should compile again.
It took a while because I tried to quickly do the same cleanup, but src/ is just not cooperating, neither is stock mingw (no @commands.txt tempfilemunge goodies)
particleInstanceModifier_applyModifier uses getVertCo,which is not implemented by ccgDM.
getVertCo was used to simply perform a min/max, so it was fixed to use the apropriate min/max
dm->getMinMax(dm, min_r, max_r);
Maybe the fact ccgDM doesn't implements getVertCo/getVertNo is a bug, since it implements every
other DM function and its strange those are left out.
Without thread locking the function that allocates new threads, black dots appear in renders.
This wont affect composite nodes,
Ton/Brecht - this is possibly too many lock/unlocks but I timed the render from the bug report and it didn't make a noticeable difference.
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.
Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
scene.getObjectList()[-1] works like a python sequence.
removed some STR_String creation that was only used to do comparisons, in a simple expressions benchmark this made logic use 4% less overall.
was not recalculating the knots when the cyclic flag was disabled so the endpoint flag was being ignored until recalculating (extrude for eg).
Also removed unneeded re-allocation of curve knots which are always reallocated by makeknots.
Fixed another bug with which recalculating knots with the Python surface api. (mixed up u/v args to makeknots(..) )
removed HDR loop that loaded 8bit color channels (which was incorrect)
and added a call to IMB_rect_from_float at the end.
This also means that char buffers wont be created if they are not needed.
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
Workaround for a bug where dragging the playhead over a metastrip with blending on it could segfault blender.
Tried to figure out why the imbuf rect is not set, but for now a NULL check stops the crash.
Remove linked library checking from this image selector, this isn't quite correct since the texture could be linked too, however there is no access to the texture data (or other users) when this button is drawn.
Allow DPX's with different color channel types to load, even if they are unsupported.
Saving log DPX's is broken, the header will always be written with log off because dpxCreate is called before the image presets are set. However there is no access to image presets before running dpxCreate() so log data is written but the header always sets it off.
Made a fix for this but couldn't test because it seems loading log images is also broken.
Enable verbose DPX output when '-d' debug flag is used.
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
by Jörg Müller (nexyon)
Since this area is not maintained, I can only say it works on my system (linux/32bit)
And nexyon assured me he checked over this patch well.
Blender using the deprecated function is not great, but nexyon's bugfix would not be available until the next version of freealut so better to work around it by using the new function.
Please test game sounds play back on win32 and Mac, in cases that it worked in the first place.