Workaround for an issue with python: strings generated by py scripts should also exist in python as long as they are used in C. Else C code may access freed memory.
Simply store the generated list of items in the class, for now. :/
The original rationale for adding the node_type property was to allow node group operators work generically on any node group type automatically. The problem is that detecting the appropriate node group type and node tree type to use for a group depends on using a node base type. Due to the fact that RNA does not allow multiple inheritance (mixin classes) this is impossible to achieve if node types also have to use a base type such as ShaderNode, CompositingNode or TextureNode.
The idea is now to just "make it work" by limiting the node group operators to the standard tree types. For future pynodes we can implement these operators nicely in Python, which will allow pynodes to use mixin base classes or derive their own operator types and re-use the same keymapping.
After planar codecs support minimal FFmpeg was
bumped to 0.10 which was not so much nice because
it was only released only later last year.
Didn't find a way to make compatibility code local
in ffmpeg_compat, so there're some ifdefs in
audaspace and writeffmpeg.
Not entirely happy, but having a bit of ifdefs in
code better than lots of real PITA for platform
maintainers.
Wrongly replaced a "&" with "|" for a define. That made node headers in node editor
draw too dark. Also made header for default node not use alpha.
In general this drawing is not very good - it gets too transparent and dark.
Needs nicer AA function in interface, will be done later.
now check that the screenspace projection of the start/end points have some length and fallback to fixed offset if none do.
also rename confusingly named vars.
If the "Framing" mode is set to extend,
the camera frustrum changes when you
resizes the blenderplayer window.
Before this patch, there were no way to
control which part of the framing you want
to extend (vertical, horizontal or arbritary).
Now:
If the camera sensor fit is set to HORIZONTAL,
the horizontal field of view doesn't change.
If set to VERTICAL, the vertical fov doesn't change.
If set to AUTO the old behaviour takes place, arbitrarly
showing more of the horizontal or vertical field of view
depending on the aspect ratio of the window.
Test file:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/gameengine/framing_extend.blend
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
Problem is that the scanfill result gives poorly shaped triangles, which is fine
for OpenGL drawing but does not work well for unwrapping. Another problem was
that it was doing random float offsets to avoid some degenerate cases, but this
meant that unwrapping a part of a mesh or the whole thing could give different
results for a UV island. Now UV unwrap does own triangulation of ngons.
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
Error in shadowbuffer with halo effect. It had render error when you look straight into
the lamp, with something in front of lamp.
The code that was sampling the shadowbuffer exited too soon (for ray going perpendicular to buffer it should take at least 1 sample).
Code from 90ies. And still got a bug fix. Whoa :)
Tiny tweak in "Any key modifier" code. It now refuses to accept events when you hold
any key, and then press another key - unless that has key-modifier set.
This enables Houdini style "Hold Spacebar - Leftmouse" view moves.