reported by Georg K
with patch [#26469] Windows mouse fix
by Alexander Kuznetsov
The amount of mouse grabs wasn't properly balanced with ungrabs, thus preventing from using proper mouse input outside client area.
* The selected uv-vertices (the ones being transformed) weren't being disregarded as snapping targets, so moving two verts that were in the same location together was impossible.
* The old collisions code detected particle collisions by calculating the
collision times analytically from the collision mesh faces. This was
pretty accurate, but didn't support rotating/deforming faces at all, as
the equations for these quickly become quite nasty.
* The new code uses a simple "distance to plane/edge/vert" function and
iterates this with the Newton-Rhapson method to find the closest particle
distance during a simulation step.
* The advantage in this is that the collision object can now move, rotate,
scale or even deform freely and collisions are still detected reliably.
* For some extreme movements the calculation errors could stack up so much
that the detection fails, but this can be easily fixed by increasing the
particle size or simulation substeps.
* As a side note the algorithm doesn't really do point particles anymore,
but uses a very small radius as the particle size when "size deflect" isn't
selected.
* I've also updated the collision response code a bit, so now the particles
shouldn't leak even from tight corners.
All in all the collisions code is now much cleaner and more robust than before!
old bug from r6568 (or before) in BKE_write_ibuf(), when passed TAGA format it would use whatever format the image buffer already had.
expect this is exposed by updated image saving code in 2.5x.
really old one!, since initial commit blender would crash scaling down large sizes eg: 60962 -> 128 (width or height).
the problem is scaledownx/y doesn't check buffer endpoints, with really large images theres a loop on a float value which can fail with large image sizes.
previous commit added asserts if the buffer runs over (assuming it doesnt crash),
This commit changes an epsilon value, tested this with random small images as well as images over 200,000 px, and it works fine, this is still flakey though and for really really big images it probably still fails.
Not really a "bug", but it was on my todo anyways. Based on patch
[#26508] by Campbell, with a few modifications including extending
this to the Action/DopeSheet editor too.
This manisfested as an inability to draw any more strokes after trying
to draw a stroke while the active layer was locked and then unlocking
that layer to try and draw on it again.
People had trouble finding the 'Create New Directory' operator button in the file browser. Changed this to show the text as well and make button bigger.
For cmake users, you should now use "make install" instead of "make". This was
already changed for Linux and Windows. Same for Xcode, use the install target.
Changes:
* CMake install mechanism, resulting bundle was verified to be indentical here.
* For cmake, include Info.plist in bundle using builtin mechanism for that.
There was some code in packaging.cmake, but it wasn't correct as these
properties need to be set on the executable.
* For scons, fix app bundle version, was still using removed release/VERSION.
* Remove unused blendercreator.app and blenderpublisher.app.
* Fix Info.plist being set as a binary file in svn, should be plain text.
Object.is_modified(scene, 'PREVIEW') function for python exporters to check if any modifiers or shape keys are applied (weather the original mesh can be used for exporters).
- look for icons in datafiles/icons (was looking in datafiles)
- was loading all images in datafiles/ on startup to check if they were the correct icon size, commented this since its unnecessary disk overhead on startup & images are checked for correctness when used anyway.
when running blender from the source dir would load splash.png every time.
also add missing NULL pointer check if the icon couldn't be loaded and ensure no buffer overflow check on icon path creation.
Discussed with Campbell, it's not actually bug and it's more about limitation
of topology mirror. It will work properly when both sides of mesh have matching
unique topology.
Added note to tooltip, so now unpredictable behaviour shouldn't confuse users
so much.
Also gray out "Topology mirror" when "X Mirror" is disabled.
- opening a file with blender by passing it as an argument would and loading it once in blender left script auto execute flag in a different state.
- command line args --enable/disable-autoexec were being overridden by the user prefs.