Use this to raise errors when assigning a string property fails even though the value to assign *is* a string.
Before:
TypeError: bpy_struct: item.attr= val: Object.name expected a string type, not str
After:
TypeError: bpy_struct: item.attr= val: Object.name error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\udce9' in position 23: surrogates not allowed)
- FindXML2 we had copied from another project was always running and not using cached value, rewrote based on template used for most of our other find modules which makes use of 'FindPackageHandleStandardArgs'
- mark statuc collada libs as advanced.
Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
* Fix for high quality upsampling which was wrong.
* Fix for doppler effects which were calculated wrong for scenes.
* Improved animation evaluation at the beginning and end of a scene.
- avoid needless context switching quad/tri, flat/smooth.
- dont call glNormal3vf() lighting is disabled.
gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
for ascii characters in a utf8 string use glyph_ascii_table lookup rather than call blf_glyph_search(), otherwise fallback to blf_utf8_next() and blf_glyph_search().
http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306
Game Actuator (restart or load a new file) will not keep some settings alive (as
we had in 2.49).
In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set
those settings. That was causing the blender file to change if you change the
material mode from the game.
In 2.5 this never worked, and the implementation was buggy (it's relying in the
scene settings, which get reset ever time we restart/load a new file).
My idea for fixing this is to create a new struct (GlobalSettings) where we
store any setting to be preserver during the course of the game. This is
specially important for options that require the game to restart/load new file
(graphic ones). But it later can be expanded to support other things such as
audio settings (e.g. volume), ...
I'm also planning to expand it for stereo and dome settings, but I prefer to
first get this committed and then build a new patch on top of that.
I had some problems in finding a correct way for build/link the blenderplayer
changes, so although it's working I'm not sure this is the best code (e.g. I
couldn't make forward declaration to work in GPG_Application.h for the struct
GlobalSettings so I ended up including KX_KetsjiEngine.h)
[note: I talked with Brecht and he find this is an ok solution. He implemented
it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution]
[also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
- make ortho grid drawing use vertex arrays
- make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line.
- make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason).
- add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.