Revision: 20608
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20608
Author:   ben2610
Date:     2009-06-03 23:02:46 +0200 (Wed, 03 Jun 2009)

Log Message:
-----------
svn merge -r 20520:20607 
https://svn.blender.org/svnroot/bf-blender/trunk/blender

Modified Paths:
--------------
    
branches/bb_dev/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
    branches/bb_dev/extern/ffmpeg/libavcodec/x86/dsputil_mmx.c
    branches/bb_dev/intern/string/STR_String.h
    branches/bb_dev/release/scripts/ply_import.py
    branches/bb_dev/source/blender/blenkernel/intern/cloth.c
    branches/bb_dev/source/blender/blenkernel/intern/fluidsim.c
    branches/bb_dev/source/blender/blenloader/intern/readfile.c
    branches/bb_dev/source/blender/nodes/intern/TEX_nodes/TEX_bricks.c
    branches/bb_dev/source/blender/nodes/intern/TEX_nodes/TEX_translate.c
    branches/bb_dev/source/blender/python/api2_2x/sceneRender.c
    branches/bb_dev/source/blender/python/api2_2x/sceneSequence.c
    branches/bb_dev/source/blender/render/intern/source/shadeoutput.c
    branches/bb_dev/source/blender/src/drawview.c
    branches/bb_dev/source/blender/src/fluidsim.c
    branches/bb_dev/source/blender/src/hddaudio.c
    branches/bb_dev/source/blender/src/seqaudio.c
    branches/bb_dev/source/blender/src/seqeffects.c
    branches/bb_dev/source/blender/src/toolbox.c
    branches/bb_dev/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
    branches/bb_dev/source/gameengine/Converter/KX_ConvertActuators.cpp
    branches/bb_dev/source/gameengine/Expressions/ListValue.cpp
    branches/bb_dev/source/gameengine/Expressions/PyObjectPlus.h
    branches/bb_dev/source/gameengine/Expressions/Value.cpp
    branches/bb_dev/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
    branches/bb_dev/source/gameengine/GameLogic/SCA_RandomActuator.cpp
    branches/bb_dev/source/gameengine/GameLogic/SCA_RandomActuator.h
    branches/bb_dev/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_GameObject.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_PyMath.h
    branches/bb_dev/source/gameengine/Ketsji/KX_PythonInit.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_PythonInit.h

Added Paths:
-----------
    
branches/bb_dev/extern/ffmpeg/patches/ffmpeg_work_around_ac3_sse2_crash.patch

Removed Paths:
-------------
    branches/bb_dev/intern/SoundSystem/fmod/
    branches/bb_dev/release/text/release_247.txt
    branches/bb_dev/release/text/release_248.txt

Modified: 
branches/bb_dev/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
===================================================================
--- 
branches/bb_dev/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
  2009-06-03 20:06:40 UTC (rev 20607)
+++ 
branches/bb_dev/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
  2009-06-03 21:02:46 UTC (rev 20608)
@@ -539,9 +539,6 @@
                                                if (!(infoGlobal.m_solverMode & 
SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > 
SIMD_EPSILON)
                                                {
                                                        
cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
-                                                       
applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
-                                                       
applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
-                                                       
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1,
 relaxation);
                                                        
if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
                                                        {
                                                                
cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
@@ -550,21 +547,26 @@
                                                                
applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
                                                                
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1,
 relaxation);
                                                        }
+
+                                                       
applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
+                                                       
applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
+                                                       
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1,
 relaxation);
                                                        
cp.m_lateralFrictionInitialized = true;
                                                } else
                                                {
                                                        //re-calculate friction 
direction every frame, todo: check if this is really needed
                                                        
btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
-                                                       
applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
-                                                       
applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
-
-                                                       
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1,
 relaxation);
                                                        if 
((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
                                                        {
                                                                
applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
                                                                
applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
                                                                
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1,
 relaxation);
                                                        }
+
+                                                       
applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
+                                                       
applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
+                                                       
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1,
 relaxation);
+
                                                        
cp.m_lateralFrictionInitialized = true;
                                                }
 

Modified: branches/bb_dev/extern/ffmpeg/libavcodec/x86/dsputil_mmx.c
===================================================================
--- branches/bb_dev/extern/ffmpeg/libavcodec/x86/dsputil_mmx.c  2009-06-03 
20:06:40 UTC (rev 20607)
+++ branches/bb_dev/extern/ffmpeg/libavcodec/x86/dsputil_mmx.c  2009-06-03 
21:02:46 UTC (rev 20608)
@@ -3000,7 +3000,12 @@
         if(mm_flags & FF_MM_SSE2){
             c->int32_to_float_fmul_scalar = int32_to_float_fmul_scalar_sse2;
             c->float_to_int16 = float_to_int16_sse2;
-            c->float_to_int16_interleave = float_to_int16_interleave_sse2;
+           /*  
+               Blender quick fix: segfaults with AC3-files. Please remove,
+               if you find out why. Probably alignment issue? (Peter Schlaile)
+
+               c->float_to_int16_interleave = float_to_int16_interleave_sse2; 
+           */
             c->add_int16 = add_int16_sse2;
             c->sub_int16 = sub_int16_sse2;
             c->scalarproduct_int16 = scalarproduct_int16_sse2;

Copied: 
branches/bb_dev/extern/ffmpeg/patches/ffmpeg_work_around_ac3_sse2_crash.patch 
(from rev 20607, 
trunk/blender/extern/ffmpeg/patches/ffmpeg_work_around_ac3_sse2_crash.patch)
===================================================================
--- 
branches/bb_dev/extern/ffmpeg/patches/ffmpeg_work_around_ac3_sse2_crash.patch   
                            (rev 0)
+++ 
branches/bb_dev/extern/ffmpeg/patches/ffmpeg_work_around_ac3_sse2_crash.patch   
    2009-06-03 21:02:46 UTC (rev 20608)
@@ -0,0 +1,18 @@
+Index: libavcodec/x86/dsputil_mmx.c
+===================================================================
+--- libavcodec/x86/dsputil_mmx.c       (revision 20545)
++++ libavcodec/x86/dsputil_mmx.c       (working copy)
+@@ -3000,7 +3000,12 @@
+         if(mm_flags & FF_MM_SSE2){
+             c->int32_to_float_fmul_scalar = int32_to_float_fmul_scalar_sse2;
+             c->float_to_int16 = float_to_int16_sse2;
+-            c->float_to_int16_interleave = float_to_int16_interleave_sse2;
++          /*  
++              Blender quick fix: segfaults with AC3-files. Please remove,
++              if you find out why. Probably alignment issue? (Peter Schlaile)
++
++              c->float_to_int16_interleave = float_to_int16_interleave_sse2; 
++          */
+             c->add_int16 = add_int16_sse2;
+             c->sub_int16 = sub_int16_sse2;
+             c->scalarproduct_int16 = scalarproduct_int16_sse2;

Modified: branches/bb_dev/intern/string/STR_String.h
===================================================================
--- branches/bb_dev/intern/string/STR_String.h  2009-06-03 20:06:40 UTC (rev 
20607)
+++ branches/bb_dev/intern/string/STR_String.h  2009-06-03 21:02:46 UTC (rev 
20608)
@@ -142,7 +142,7 @@
        inline operator const char *() const                                    
                        { return pData; }
        inline char *Ptr()                                                      
                                                { return pData; }
        inline const char *ReadPtr() const                                      
                                { return pData; }
-       inline float    ToFloat() const                                         
                                { float x=atof(pData); return x; }
+       inline float    ToFloat() const                                         
                                { float x=(float)atof(pData); return x; }
        inline int              ToInt() const                                   
                                        { return atoi(pData); }
 
        // Operators

Modified: branches/bb_dev/release/scripts/ply_import.py
===================================================================
--- branches/bb_dev/release/scripts/ply_import.py       2009-06-03 20:06:40 UTC 
(rev 20607)
+++ branches/bb_dev/release/scripts/ply_import.py       2009-06-03 21:02:46 UTC 
(rev 20608)
@@ -149,6 +149,7 @@
                      'uint8': 'B',
                      'int16': 'h',
                      'uint16': 'H',
+                     'ushort': 'H',
                      'int': 'i',
                      'int32': 'i',
                      'uint': 'I',
@@ -156,6 +157,7 @@
                      'float': 'f',
                      'float32': 'f',
                      'float64': 'd',
+                     'double': 'd',
                      'string': 's'}
        obj_spec = object_spec()
 

Deleted: branches/bb_dev/release/text/release_247.txt
===================================================================
--- branches/bb_dev/release/text/release_247.txt        2009-06-03 20:06:40 UTC 
(rev 20607)
+++ branches/bb_dev/release/text/release_247.txt        2009-06-03 21:02:46 UTC 
(rev 20608)
@@ -1,15 +0,0 @@
-------------------------- Blender 2.47 release ----------------
-
-Aug 2008
-
-This is the upgrade release of 2.47, it is a bugfix release to stabilize 
-the 2.4x series. No new feature have been added, but serious effort has
-been put in tracking bugs and fixing them. Some performance issues have
-also been addressed.
-
-For html versions of release logs, please check:
-http://www.blender.org
-
-Have fun!
-
-The blender.org team.

Deleted: branches/bb_dev/release/text/release_248.txt
===================================================================
--- branches/bb_dev/release/text/release_248.txt        2009-06-03 20:06:40 UTC 
(rev 20607)
+++ branches/bb_dev/release/text/release_248.txt        2009-06-03 21:02:46 UTC 
(rev 20608)
@@ -1,18 +0,0 @@
-------------------------- Blender 2.48 release ----------------
-
-October 2008
-
-This is the 2.48 release of Blender, featuring the results of the
-Apricot Open Game project; a lot of improvements in game editing
-and real-time 3D rendering. Apart from that a lot of other cool
-features were added, and plenty of bug fixes have been done.
-
-2.48a update: several fixes, especially an important one for the
-game engine, made us doing a quick upgrade.
-
-For html versions of release logs, please check:
-http://www.blender.org
-
-Have fun!
-
-The blender.org team.

Modified: branches/bb_dev/source/blender/blenkernel/intern/cloth.c
===================================================================
--- branches/bb_dev/source/blender/blenkernel/intern/cloth.c    2009-06-03 
20:06:40 UTC (rev 20607)
+++ branches/bb_dev/source/blender/blenkernel/intern/cloth.c    2009-06-03 
21:02:46 UTC (rev 20608)
@@ -157,7 +157,7 @@
 {
        unsigned int i;
        BVHTree *bvhtree;
-       Cloth *cloth = clmd->clothObject;
+       Cloth *cloth;
        ClothVertex *verts;
        MFace *mfaces;
        float co[12];
@@ -198,7 +198,7 @@
 {
        unsigned int i;
        BVHTree *bvhtree;
-       Cloth *cloth = clmd->clothObject;
+       Cloth *cloth;
        ClothVertex *verts;
        MFace *mfaces;
        float co[12];
@@ -786,15 +786,14 @@
        int j = 0;
        MDeformVert *dvert = NULL;
        Cloth *clothObj = NULL;
-       int numverts = dm->getNumVerts ( dm );
+       int numverts;
        float goalfac = 0;
        ClothVertex *verts = NULL;
 
+       if (!clmd || !dm) return;
+
        clothObj = clmd->clothObject;
 
-       if ( !dm )
-               return;
-       
        numverts = dm->getNumVerts ( dm );
 
        verts = clothObj->verts;

Modified: branches/bb_dev/source/blender/blenkernel/intern/fluidsim.c
===================================================================
--- branches/bb_dev/source/blender/blenkernel/intern/fluidsim.c 2009-06-03 
20:06:40 UTC (rev 20607)
+++ branches/bb_dev/source/blender/blenkernel/intern/fluidsim.c 2009-06-03 
21:02:46 UTC (rev 20608)
@@ -36,8 +36,6 @@
 #include "DNA_particle_types.h"
 #include "DNA_scene_types.h" // N_T
 
-#include "PIL_time.h" // for PIL_sleep_ms
-
 #include "BLI_arithb.h"
 #include "BLI_blenlib.h"
 

Modified: branches/bb_dev/source/blender/blenloader/intern/readfile.c
===================================================================
--- branches/bb_dev/source/blender/blenloader/intern/readfile.c 2009-06-03 
20:06:40 UTC (rev 20607)
+++ branches/bb_dev/source/blender/blenloader/intern/readfile.c 2009-06-03 
21:02:46 UTC (rev 20608)
@@ -4091,12 +4091,14 @@
                                }
                                else if(sl->spacetype==SPACE_IPO) {
                                        SpaceIpo *sipo= (SpaceIpo *)sl;
+
+                                       sipo->ipo= 
restore_pointer_by_name(newmain, (ID *)sipo->ipo, 0);
+                                       if(sipo->blocktype==ID_SEQ) 
+                                               sipo->from= (ID 
*)find_sequence_from_ipo_helper(newmain, sipo->ipo);
+                                       else 

@@ Diff output truncated at 10240 characters. @@

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