Bugfix:
The mem cache limitor didn't take mmap-allocated memory into account,
resulting in effectively disabling it, since all imbuf-data is
currently allocated using mmap.
Tooltip getStringSize and getBoundingBox correction
Not really any user-visible changes here, but a nice clean-up of
internal font drawing functions, in this case used in tooltips.
Thanks!
settting WITHOUT_BF_INSTALL='true' will disable
the copying to INSTALL_DIR
you can use that in your user-config.py or commandline
slipping in minor cleaning for Os X builds
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Bugfixes for #6816 and #6988: Under Windows, Blender would crash if boolean
operations were done on objects which resulted in an empty mesh. Problem was
"iterators" created for ConvertCSGDescriptorsToDerivedMesh() tried to access
invalid memory.
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More improvements to boolean tools. The main change (although very little in
code) is changing fuzzy comparisons of floating point values. For testing, a
new define is added in intern/boolop/intern/BOP_MathUtils.h called
VAR_EPSILON, which enables better comparisons. This is turned on by default;
undefining it will revert to using the previous comparisons. The downside of
these new comparisons is a loss in speed, but the resulting meshes are more
likely to be manifold (although still not always).
The other changes include speed improvements based on profiling results and
fixes for the improper creation of triangular faces with only two vertices.
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Bugfix #6847: Previous fix for "spikes" when using booleans caused creation
of faces with only two unique vertices ("eekadoodles"). This patch cleans up
the test for triangles with near-colinear vertices so PHANTOM faces can be
used again, and also adds a hack for now which removes any eekadoodle faces.
I haven't figured out yet exactly how the faces are being created; if I can
do so and fix it the hack will be removed.
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Bugfix #6847: Boolean code was marking some valid faces as "PHANTOM" when the
three vertices were nearly co-linear (according to its tests). This
introduced holes into one or both meshes which could then result in either
holes in the final results and/or spurrious faces which should have been
split.
This commit removes the code in question until either an alternative test is
coded.
which caused faces of convex objects to be classified wrongly. Also removed
some dead code. For convex objects, the BSP trees would also be literally
orders of magnitude larger than they were supposed to be (one test with a
5000 face torus reduced the BSP tree size from 5.96 million nodes to just 72.1
thousand).
- fix for 3DPlugin compile
- cleanup of bullet path
- removed PHY_ODE project from 3D plugin too, not used anymore
Now all configurations should build again, let me know of any problems!
Not been able to test if the 3DPlugin is actually working,is job for another day ;)
Also the 3DPlugin is compiled without OpenExr, this needs to be looked into once too.
- fixed WinTab locking positioning into absolute mode
- hopefully fixes [ #5586 ] Cursor control
Note: Setting the extent of the digitizing context causes Application to override
system settings for pen/mouse control. Removing this fixed the issue.
headers <al.h>, <alc.h>, and <alut.h> instead of <AL/al.h>, <AL/alc.h>,
and <AL/alut.h>
(cmake generated makefiles now work out of the box on my intel mac)
on OSX to have slow selection and mouse response.
Code from the previous commit is still there, but the #define that
triggers it has been commented out.
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing
- removed warnings in attributes.cpp,
- and a first Klockwork bug fix: removed NULL returns in ntl_ray.h,
several other issues mentioned in the Klockwork report
are either hard to fix or not really errors...
I should have talked to joeedh before committing last time...
This is an another attempt to fix the mingw long commandline
issue on all versions of windows (I didn't realize that the
2k in Win2k refered to the length of the commandline).
In this version, I break libsrc.a up so that no archive has
more than 30 object files (adjustable with one line of
code). I also fudge the priority numbers to ensure correct
linking. This was done in a "guess the number" way until
it worked, so please test and please check for correctness.
WINDOWS CRASH EMULATION!
If you use the -d (debug) argument for starting blender, it will now:
- set all freed memory to 0xFFFFFFFF
- set all malloced memory to 0xFFFFFFFF
The first option will give nice crashers when you read from freed memory.
The second option is for OSX especially, it has the nasty habit to give
zeroed mallocs.
duplicate code. Also removed redundant files from the bsp module,
that where replaced by boolop last year, no sense in updating them
for these changes. On the user level things should still work the
same, this is only preparation work.
Not counting the removed files, -1501 lines of code, not too bad :)