- added includes for spnav
- added FindSpacenav.cmake which allows using spacenav from a nonstandard path.
- remove NDOF_LIBPATH, use a full library path instead.
use default when invalid settings given.
removed odd/annoying bit shifting of the flagu/v for such basic function made code hard to understand and would fail if new flags were added.
- The object ID was being passed to the data_delete_material_index_id() from object_remove_material_slot(), rather then the object data. (so the material slot fix wouldnt run in that case).
- add support for fixing text object materials too.
create a new parameter for materials.pop() to not remove material slot.
this way the mat_nr is still the old one.
for the default behaviour we now have material remapping (i.e. data_delete_material_index_id(id, index)).
This new function is brought from the material_slot remove function.
Not sure why this was enabled, possibly from copy/paste with bezier->nurbs code?
If you have meny poly lines there was no nice way to convert these into a smoothed nurbs curve.
Ran into this when trying to convert generated ivy into smooth nurbs.
OK, after that failure of committing a bunch of old junk, hopefully
this is what I actually meant to commit :)
* Added big comments to some of the fields in struct PBVHNode. I
always forget the details of these, so finally wrote it down
properly.
* Changed types of PBVHNode.face_vert_indices and PBVHNode.flag to
better reflect their contents.
* There should be no functional changes here.
I named all the BGE modules with their actual names (e.g. Rasterizer, Video Texture, ...). so in the API index.html page they look more like the other Blender modules.
I did the same for the bgl module.
For bge.constraints this patch exposes the constants values for debug mode and createConstraints (they were hardcoded innts before).
+ making all the "todo" and #comments into rst comments (.. comments)
Thanks Solano, it's great to get help to those tasks :)
Old issue with OSX Cocoa code: shift+scrollwheel should send
a 'horizontal wheel' event to Blender. Blender only recognizes
scroll events in general though. The old code then just didn't
send an event at all, not passing on shift+scrolls.
Now the scroll event is sent anyway, relying on Blender's
keymapping to define what to do with shift+scroll.
This fixes things like shift+scroll to scale ListBox widgets.