I take Campbell's reply as a +1 and since I can't see any draw-sides
on that I just committed it. Carsten, please put it in a great use ;)
Some people may say that the ui is a bit clunky with the decimals, I
have no strong opinions here.
--
Dalai
2011/2/7 Carsten Wartmann :
> Am 07.02.2011 22:23,
Am 07.02.2011 22:23, schrieb Dalai Felinto:
> Just for the records.
...
> That said we have the "Property" playmode which most of the time has a
> float on it. So to have floats there wouldn't be a problem. However
Yes, I used this many times where a resolution on a frame was not enough.
> Blende
Blenders DNA handles conversion between float/int/short/(probably char
too) values so its ok to make changes like this without do_versions(),
just double check it does what you expect.
On Mon, Feb 7, 2011 at 9:23 PM, Dalai Felinto wrote:
> Just for the records.
> Actually the values are all store
Just for the records.
Actually the values are all stored as integers so the only way of
changing that would be changing the DNA and doing a do_version. I
wonder if a change from integer to float in a struct can go harmless,
that would be neat too.
That said we have the "Property" playmode which mo
Am 09.12.2010 09:28, schrieb Dalai Felinto:
> Hi Carsten,
> I know floats are supported internally. The UI, however, forces you to pick
> an integer for the frame start and end. I don't have a strong opinion here,
> but shouldn't the API match the UI "constraints"?
For maximum flexibility change t
Hi Carsten,
I know floats are supported internally. The UI, however, forces you to pick
an integer for the frame start and end. I don't have a strong opinion here,
but shouldn't the API match the UI "constraints"?
Cheers,
Dalai
2010/12/8 Carsten Wartmann
> Am 07.12.2010 02:54, schrieb Dalai Feli
Am 07.12.2010 02:54, schrieb Dalai Felinto:
> Revision: 33522
>
> http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33522
> Author: dfelinto
> Date: 2010-12-07 02:54:25 +0100 (Tue, 07 Dec 2010)
>
> Log Message:
> ---
> BGE BugFix: [#2