support in some older cards, now it does a more precise check for problematic
cards so that it can be enabled on new cards that do support it properly.
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding.
- Texture filtering is turned on for in-game text.
- All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix.
Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
Crash was caused by invalidation of ID pointers stored in sequencer clipboard
when using undo (undo leads to changes in IDs addresses in memory).
Restore pointers stored in clipboard in the same way as IDs are restoring
for user interface.
"Holes" used to be ignored (i.e. when using "Text" as bevel object "e" wouldn't have a "hole").
Resolved by collecting all polys needed for top and bottom cap and filling them at once
There were two issues discovered:
- Triangles mapping didn't free in buildNavMeshData if there's no recast data for an object
- KX_NavMeshObject used not-guarded allocation for polygons storage, but used guarded
freeing stuff to free used memory, producing error messages in the console and leading to
memory leak.
Wasn't actually harmful for users -- there was no memory corruptions and error happens only
when object was set up in a way when navmesh can't work in theory.
Python operator subclasses and operator types each get their own SRNA, causing double ups for bpy.types.__dir__()
From the operator type - these share names.
* ot->ext.srna
* ot->srna
Note that this conflict is still there, this only disables 'ot->ext.srna' from being included in dir(bpy.types).
It was possible to allocate an array of size<2 which would then raise an error on vector creation without freeing.
Fix to ensure the behaviour of Vector.Range was the same as for builtin range() function. When specifying 3 arguments, the step argument wasn't being used to correctly calculate the vector size.
Minor formatting edits for error messages.
This issue is caused by texelFetch which does not take wrapping options into account as it uses unnormalized uv coordinates to access a texel. A hack was made to do manual wrapping in the shader. This is acceptable because texture wrap mode is always treated as "repeat" elsewhere in 3D view in blender.
Thanks to Morten Mikkelsen for pointing out the cause of the issue and providing the fix.
This was a request by Daniel Salazar. It adds a new frame offset variable to fluid sim settings, which can be used to display baked fluid sims at different times. Eventually this could be replaced by real NLA strips for cached data, but until then this is a simple way to have more flexible cache result usage.
Not strictly a BCon3 patch, but after IRC discussion with Genscher, ZanQdo and kaito decided to commit it anyway, since it's a small feature and makes fluid sim a bit more usable. Similar patch for point cache (particles, smoke, cloth) is being worked on as well.