Age | Commit message (Collapse) | Author |
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A null check is added to avoid crashes when the camera is removed during
the game and no other is available
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The camera-aiming code was using a near-zero-length cross product, which
caused oscillations. Thresholding on the cross product length seems to
fix this.
Reviewers: lucky3, Matpi, lordloki
Reviewed By: lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1387
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Have reconsidered and feel it best to try matching previous behavior
(doing "loop slides" where possible) as default. This will avoid the
need to change regression tests, among other things.
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Current behavior of bevel is to 'loop slide' along unbeveled edges
when possible, but this produces uneven bevel widths sometimes,
so this option lets user choose between having the loop slide effect
or having more even bevel widths. Trying it out with default being
'no loop slide', so different from current behavior. May reverse this
choice later, depending on user reactions.
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Was invalid in perspective view
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(objects', vertices', etc.).
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Move dissolve into own operator (as with mesh/armature)
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Having different terminology for enum's is confusing for scripters.
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This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material.
The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render.
4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464
4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463
Reviewers: moguri, kupoman, campbellbarton, psy-fi
Reviewed By: psy-fi
Subscribers: lordloki, rdb
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1354
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intended.
Looks like a typo in rB1b8069bd?
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PNG_COLOR_TYPE_GRAY colortype can have some values for alpha, in the same way as
PNG_COLOR_TYPE_PALETTE colortype.
In this case, we need two channels (grayscale and alpha), not one.
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Actually it is only possible to pass float properties to a 2D filter (GLSL fragment shader).
This patch allows also to use integer properties for the 2D filter.
Reviewers: sybren, agoose77, kupoman, moguri, lordloki, panzergame
Reviewed By: lordloki, panzergame
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1370
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for them.
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We already had that for global keymaps (used e.g. to generate shortcuts for menu entries),
but this wasn’t possible for modal keymaps yet (e.g. help message in header during
transforms and other modal operation).
This commit only adds needing background code, it does not change anything from user PoV.
Modal operators will be updated to use it in comming weeks.
Thanks to Campbell for revisions & suggestions. :)
Differential Revision: https://developer.blender.org/D780
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This commit adds a new operator that will compile the list of text
strips into an srt file. No positioning is supported yet but will
be added later.
The operator can be found in the effect panel in the strip properties.
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Add support for material diffuse, specular… in KX_BlenderMaterial python proxy. And use mathutils in KX_BlenderMaterial for the specular and diffuse color in KX_BlenderMaterial.
Reviewers: sybren, brita_, kupoman, agoose77, dfelinto, moguri, campbellbarton, hg1
Reviewed By: moguri, campbellbarton, hg1
Subscribers: dfelinto
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1298
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still uses it)
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This could only be done with certain rotations.
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option.
This makes sense, since contexts get created at runtime, there is little
reason to require recompilation for this.
Only works on linux currently, will be doing more OSs later
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even panoramic)
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Is pretty much what it says :)
Easy subtitles for everyone!
Supports size, positioning,
a cheap shadow effect (probably will need more work),
and autocentering on x axis.
Now you can go wild with long spanish names
in your soap opera videos.
Will probably be refined as days go by,
but at least it's now ready for testing.
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The cleanup function was a bit too much aggressive here, made it much more
conservative. It means memory usage will not be so low anymore, and to
address this we'll need to make this function depsgraph aware.
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an active action
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This prevented the BGE from being started from the command-line,
the exec() function checked already.
Also use API calls to find area, region.
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Velocity clamping on static objects caused a crash.
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- place return args last position
- move crazyspace function out of DerivedMesh header
- use bool for args
- flow control on own lines to ease debugging
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Excuse the trashing here, but seems users prefer this most (though both can be useful).
Note that the UI remains the same,
so this is an option for 'Incremental' snapping instead of a new snapping mode.
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Also reorder alphabetically generic names & comments, and add french comment.
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