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2008-07-29Apricot BranchBrecht Van Lommel
============== svn merge -r15866:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender Alpha blending and sorting changes, but also include some initial support for GLSL lamps in dupligroups (only one duplicate works at the moment).
2008-07-29svn merge -r15780:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-28svn merge -r15780:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderBrecht Van Lommel
2008-07-26svn merge -r15774:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-26svn merge -r15731:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-25Apricot Branch: bugfix, don't let material ipo's update theBrecht Van Lommel
obcolor in the game engine, otherwise there's two ipo's updating the same value, and which one is the final value is undefined.
2008-07-24Apricot Branch: GLSLBrecht Van Lommel
==================== * Added ObColor support, though it works different than for TexFaces. It used a new ObColor option in the materials, which will modulate the final color/alpha with the object color and alpha, also works in the render engine. * Made GLSL check the ZTransp flag. A material is now only drawn transparent if this flag is enabled, a bit more consistent with the render engine. * Fix for bug #17359: crash related subsurf + editmode GLSL.
2008-07-24svn merge -r15708:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-24Apricot Branch: fix for typo, no idea how this compiled with gcc..Brecht Van Lommel
2008-07-23svn merge -r15698:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-22these files missed the mergeCampbell Barton
2008-07-22svn merge -r15669:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-22Apricot Branch: GLSLBrecht Van Lommel
==================== Added support for some world settings, updated docs. * Ambient color * Exposure/Range * Mist (implementation should be optimized) http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
2008-07-22Apricot BranchBrecht Van Lommel
============== * Made GLSL respect opaque/add/alpha/clip flags. * Fix bug for all material types to correctly deal with different transp flags in a single mesh. * Also made 3d view material alpha code a bit easier to understand.
2008-07-21Apricot BranchBrecht Van Lommel
============== * More refactoring related to opengl lights, material state switching. Also moved init_gl_stuff into the gpu module and removed the copy in the game engine code. * Fixed some issues with alpha drawing of GLSL materials in the 3d viewport, and fix a bug with alpha + xray drawing in the same scene, it should first do alpha, then xray, otherwise alpha doesn't blend correct with solid.
2008-07-21Apricot branch: missed file in last commit.Brecht Van Lommel
2008-07-21Apricot BranchBrecht Van Lommel
============== * Fix for crashes in last commit. * Added "Refl" map input for textures.
2008-07-21Apricot BranchBrecht Van Lommel
============== * Refactoring in the texture and material drawing code, moving code into the gpu module, removing the duplicated versions in the game engine. * Made game engine text drawing work with GLSL. It works based on filling in the default uv layer, so it requires a texture with the text image and mapped as uv's to work.
2008-07-21svn merge -r15657:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blendeCampbell Barton
2008-07-20svn merge -r15643:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-19svn merge -r15622:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-18svn merge -r15608:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-17svn merge -r15597:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-16Apricot: GLSLBrecht Van Lommel
============= * Moved GLSL setting switching functions into the game engine python API so they work in the blender player, and can do better state switching. * Also fixes bug #17331, error compiling with cmake. * For the makers of test builds: it would be great if builds of this revision or newer for various platforms could be made available. We want to release a file to test and benchmark GLSL on different graphics cards, and we need test builds for this. Thanks!
2008-07-16Apricot BranchBrecht Van Lommel
============== Fix for bug #17326: normal and tangents in the game engine were computed different than other parts of Blender, this makes the game engine use the same code as Blender. Fix for part of bug #17307: normal maps not working correct in editmode in some cases. Fix for bug #17339: a crash on ATI cards in glTexSubImage1D due to a mistake in the code. A patch to fix this was provided by Yong Ch, thanks!
2008-07-16svn merge -r15566:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-16Apricot BranchBrecht Van Lommel
============== * Made in game switching of GLSL options work. There is still a one frame flicker that needs to be fixed. * Added access to the estimated average framerate in the game engine: GameLogic.getAverageFrameRate(). * Added acces to the blender build info from python: Blender.Get("buildinfo") * Various GLSL optimizations to allow more constant folding in the glsl compiler, use glsl shadow functions to do shadow, instead of own code, and fix an issue with opengl texture color range.
2008-07-15Apricot: GLSLBrecht Van Lommel
============= * Added options to disable lights, shaders, shadows, ramps, nodes and textures other than col/alpha for GLSL, in the Game menu. * These have python access too to switch them in game, but it doesn't work correct yet with display lists enabled. * Fix issue with light lagging behind, debug stats drawing in wrong color, and a number of other small fixes.
2008-07-14svn merge -r15560:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
Also topology mirror crashed when using smooth + mirror. use eve->hash rather them eve->tmp.l for storing edit vert indices's.
2008-07-14svn merge -r15549:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
- mainly to fix the free() crash with the file selector
2008-07-12svn merge -r15528:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-11svn merge -r15518:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
Also made shadow mesh draw in texture paint (venomGFX request)
2008-07-10Apricot BranchBrecht Van Lommel
============== svn merge -r15501:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-09Apricot Branch: GLSLBrecht Van Lommel
==================== ATI fixes: * Fix crash in glBitmap when rendering shadow buffers, it doesn't seem to like using that function with only a depth buffer. * Workaround either a bug in the driver or Blender, but I couldn't find anything wrong, glVertexAttribPointerARB doesn't seem to work inside display lists, so now it uses immediate mode to create the list. * Making deformable object for the game engine didn't check properly if there was actually a vertex group, causing some static objects to not use display lists. * Also some cleanup in the game engine drawing code, replacing magic numbers with an enum. The apricot demo seems to runs slightly faster on a ATI HD3750 than NVidia 8800 GTS.
2008-07-09svn merge -r15491:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-09Fix for reported openexr file reading failures.Ton Roosendaal
For simple RGB(A) files, the channel names in openexr were supposed to be simply "R" "G" "B" and "A" too. Other programs like other names... like lower case, or like "ambient.r" Tested with file from renderman.
2008-07-09Fix for bugfix #12075: gamma node check for nan was alwaysBrecht Van Lommel
checking red channel.
2008-07-09added a factor argument for aligning to vector, this isn't correct since it ↵Campbell Barton
does linear interpolation of the vector and renormalizes. (can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed), This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch. Without this rotation is instant and jerky. currently this is done with Mathutils which isnt available in Blender Player. def do_rotate_up(own): own.alignAxisToVect([0,0,1], 2, 0.1) replaces... def do_rotate_up(own): up_nor = Vector(0,0,1) own_mat = Matrix(*own.getOrientation()).transpose() own_up = up_nor * own_mat ang = AngleBetweenVecs(own_up, up_nor) if ang > 0.005: # Set orientation cross = CrossVecs(own_up, up_nor) new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross) own.setOrientation(new_mat.transpose()) M source/gameengine/Ketsji/KX_GameObject.cpp M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09exiting wasnt working (was raising errors), also use dict.keys() rather then ↵Campbell Barton
appending from iteritems,
2008-07-09fix for crasher with touch sensor, ben you may want to look at this, should ↵Campbell Barton
be ok since the ray sensor does NULL checks in for getNewClientInfo in a similar area.
2008-07-09Apricot Branch: GLSLBrecht Van Lommel
==================== * Some optimizations in the glsl shader code to avoid some matrix multiplications, and other floating point ops. * Optimized game engine mesh deforming code a bit, and removed a bunch of unneeded/duplicated code. * Fix for bugs #17289 and #17295, glsl compile errors.
2008-07-08svn merge -r15478:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-07-08bugfix - GameEngine PyObject methods did not all return when using dir(), ↵Campbell Barton
because inherited methods were ignored, This made it incredibly annoying, not only having to search a C++ file to see what functions were available. but looking up methods inherited from other C++ classes. There is still no __members__ attribute so dir() wont work at all for attributes.
2008-07-08Fix for crash in freeing group nodes, node trees have to be freedBrecht Van Lommel
before materials.
2008-07-08BGE logic patch: new "Add" mode for Ipo actuator, several corrections in ↵Benoit Bolsee
state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-08Bugfix #16535Ton Roosendaal
The infamous Fkey 'make face' in editmode still failed in cases, giving an annoying convex error popup. Found two errors in this code: - not all cases were evaluated to make a face of 4 vertices (6 cases) - the function that makes always a face when the 4 edges already exist failed when not in vertex-select mode. I also removed the popup, but added a print... its still not perfect.
2008-07-08scenes set pose objects would draw in posemode while weight painting if they ↵Campbell Barton
were set to posemode in their scene.
2008-07-08Compiler warning fixes (how some of this stuff compiled without stopping ↵Joshua Leung
compiling I don't know) ;)
2008-07-08== Select Swap for Armatures (Ctrl I) ==Joshua Leung
It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey. As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey)
2008-07-08-> UV and VCOL support for bevel (editmode)Geoffrey Bantle
BMesh and the bevel code now support UVs/VCOLS. The offset is fixed at this time, but will be made dynamic later.