branches/2-44-stable
revision 11275 (BugFix #6915) revision 11279 revision 11286 (BugFix #6945) revision 11288 revision 11289 (BugFix #6831) revision 11292 All are small fix, i wanna avoid big change now that we are close to release.
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@ -346,6 +346,12 @@ ECHO Done
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<Filter
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Name="ConstraintSolver"
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Filter="">
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<File
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RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btConeTwistConstraint.cpp">
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</File>
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<File
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RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btConeTwistConstraint.h">
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</File>
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<File
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RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btConstraintSolver.h">
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</File>
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@ -29,6 +29,7 @@ bulletdyn_src = ["BulletDynamics/ConstraintSolver/btContactConstraint.cpp",
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"BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp",
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"BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp",
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"BulletDynamics/ConstraintSolver/btTypedConstraint.cpp",
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"BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp",
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"BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp",
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"BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp",
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"BulletDynamics/Dynamics/btRigidBody.cpp",
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@ -384,8 +384,12 @@ static void vertex_dupli__mapFunc(void *userData, int index, float *co, float *n
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VECCOPY(obmat[3], vec);
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if(vdd->par->transflag & OB_DUPLIROT) {
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vec[0]= -no_f[0]; vec[1]= -no_f[1]; vec[2]= -no_f[2];
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if(no_f) {
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vec[0]= -no_f[0]; vec[1]= -no_f[1]; vec[2]= -no_f[2];
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}
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else if(no_s) {
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vec[0]= -no_s[0]; vec[1]= -no_s[1]; vec[2]= -no_s[2];
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}
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q2= vectoquat(vec, vdd->ob->trackflag, vdd->ob->upflag);
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@ -1017,11 +1017,13 @@ static void drawviewborder(void)
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BIF_ThemeColor(TH_WIRE);
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glRectf(x1, y1, x2, y2);
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/* camera name */
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/* camera name - draw in highlighted text colour */
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if (ca && (ca->flag & CAM_SHOWNAME)) {
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BIF_ThemeColor(TH_TEXT_HI);
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glRasterPos2f(x1, y1-15);
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BMF_DrawString(G.font, G.vd->camera->id.name+2);
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BIF_ThemeColor(TH_WIRE);
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}
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@ -999,9 +999,15 @@ void clear_object(char mode)
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if TESTBASELIB(base) {
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ob= base->object;
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if( (ob->flag & OB_POSEMODE) && ob==OBACT) {
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clear_armature(ob, mode);
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armature_clear= 1; /* silly system to prevent another dag update, so no action applied */
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if ((ob->flag & OB_POSEMODE)) {
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/* only clear pose transforms if:
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* - with a mesh in weightpaint mode, it's related armature needs to be cleared
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* - with clearing transform of object being edited at the time
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*/
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if ((G.f & G_WEIGHTPAINT) || ob==OBACT) {
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clear_armature(ob, mode);
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armature_clear= 1; /* silly system to prevent another dag update, so no action applied */
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}
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}
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else if((G.f & G_WEIGHTPAINT)==0) {
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