discussed with Janne, Ton, Nathan and we agreed this kind of change at least needs discussion with module owners.
Its also too close to release to be making these kinds of changes.
commands used:
# reverse merge
svn merge -r36073:36072 .
# for some reason this gave a lot of property changes
svn revert `svn st | grep "^ M" | awk '{print $2}'`
# reverse merging didn't work here, removing while dir.
svn rm extern/eltopo/
# manually fixed conflict in
# ./source/blenderplayer/CMakeLists.txt
#
# also manually removed 2 lines from
# ./CMakeLists.txt
It was simply missed crazyspace correction for shape keys when mesh is
deformed by modifiers and current tool is smooth/layer (they need special
approach due to they don't use proxies)
* ghost frame 1 did nothing (alpha 0.0).
* was subtracting alpha from the existing alpha which could end up with negative alpha.
* with larger frame ranges the frames on each size would get too close to being the same as the active frames alpha, use 66% alpha for all non-active frames as well as time based falloff.
- only attempt to restore old 'user' settings (not local), since bundled blender's always use their own settings.
- only automatically run 'bpy.ops.wm.read_homefile()' after copying files if the user hasnt alreadt started making changes in the blend file.
This crash was discovered by Dalai and this happened because of
unset current context (as result of call wglMakeCurrent(NULL, NULL)).
In this case glGetString(GL_VENDOR) returns NULL. Rather than add check
for vendor != NULL before string comparison, I've changed a bit logic of
context creation:
- Create context and set it as current
- If it's crappy Intel card -- delete this context and
share the only one context between all Windows
- Otherwise, use initial logic (with sharing lists and so on)
This could also fix crash when opening userprefs from a menu with Intel card.
* memory corruption when skipping over long marker (was attempting to read over end of file)
* also updated internal jpeg macros to be the same as in jpeg lib
Plugged the eltopo library into the cloth solver.
I was playing with it earlier, and it's so easy to
use I decided to quickly put it in (trunk's) cloth.
See http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html
. The authors are on the bleeding edge of continuous collision
detection (one of them did ILM's cloth sim).
I
don't really have to time to plug it into softbody, particles,
bullet, fluid, etc, but doing so would be pretty straightforward.
I'll leave that up to someone else.
To use, turn on USE_ELTOPO (in cmake) or WITH_BF_ELTOPO in scons.