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authorCampbell Barton <ideasman42@gmail.com>2008-06-25 20:09:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-06-25 20:09:29 +0400
commit84c4e89eba40d13795ce6b808f2faf3771ba2550 (patch)
tree8823b89de06444902b8792ff0edc2736d4f3de48 /source
parentc353af4d3a1ce51125b81f023c8725855906601e (diff)
Commented out face transp changing when switching images, this is more annoying then helpful.
Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix() Edited "Collision" button since ray-sensor also uses collision.
Diffstat (limited to 'source')
-rw-r--r--source/blender/src/buttons_editing.c2
-rw-r--r--source/blender/src/editsima.c6
-rw-r--r--source/gameengine/PyDoc/KX_GameObject.py4
3 files changed, 8 insertions, 4 deletions
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index 88b72e5f514..7eff79fec88 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -6219,7 +6219,7 @@ static void editing_panel_mesh_texface(void)
uiDefButBitS(block, TOG, TF_TILES, B_REDR_3D_IMA, "Tiles", 660,160,60,19, &tf->mode, 0, 0, 0, 0, "Use tilemode for face");
uiDefButBitS(block, TOG, TF_LIGHT, REDRAWVIEW3D, "Light", 720,160,60,19, &tf->mode, 0, 0, 0, 0, "Use light for face");
uiDefButBitS(block, TOG, TF_INVISIBLE, REDRAWVIEW3D, "Invisible",780,160,60,19, &tf->mode, 0, 0, 0, 0, "Make face invisible");
- uiDefButBitS(block, TOG, TF_DYNAMIC, REDRAWVIEW3D, "Collision", 840,160,60,19, &tf->mode, 0, 0, 0, 0, "Use face for collision detection");
+ uiDefButBitS(block, TOG, TF_DYNAMIC, REDRAWVIEW3D, "Collision", 840,160,60,19, &tf->mode, 0, 0, 0, 0, "Use face for collision and ray-sensor detection");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, TF_SHAREDCOL, REDRAWVIEW3D, "Shared", 600,135,60,19, &tf->mode, 0, 0, 0, 0, "Blend vertex colors across face when vertices are shared");
diff --git a/source/blender/src/editsima.c b/source/blender/src/editsima.c
index 5f8485267bc..18a9803dcae 100644
--- a/source/blender/src/editsima.c
+++ b/source/blender/src/editsima.c
@@ -2690,15 +2690,17 @@ void image_changed(SpaceImage *sima, Image *image)
if(image->id.us==0) id_us_plus(&image->id);
else id_lib_extern(&image->id);
-
+#if 0 /* GE People dont like us messing with their face modes */
if (tface->transp==TF_ADD) {} /* they obviously know what they are doing! - leave as is */
else if (ibuf && ibuf->depth == 32) tface->transp = TF_ALPHA;
else tface->transp = TF_SOLID;
-
+#endif
} else {
tface->tpage= NULL;
tface->mode &= ~TF_TEX;
+#if 0
tface->transp = TF_SOLID;
+#endif
}
change = 1;
}
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py
index ff55f975543..abcf5a942dd 100644
--- a/source/gameengine/PyDoc/KX_GameObject.py
+++ b/source/gameengine/PyDoc/KX_GameObject.py
@@ -50,8 +50,9 @@ class KX_GameObject:
"""
Sets the game object's orientation.
- @type orn: 3x3 inverted rotation matrix, or Quaternion.
+ @type orn: 3x3 rotation matrix, or Quaternion.
@param orn: a rotation matrix specifying the new rotation.
+ @note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
def alignAxisToVect(vect, axis):
"""
@@ -71,6 +72,7 @@ class KX_GameObject:
@rtype: 3x3 inverted rotation matrix
@return: The game object's rotation matrix
+ @note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
def getLinearVelocity(local):
"""