Age | Commit message (Collapse) | Author |
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Bullet logic bug in (de)activation/island management: deactivated 'fantom' objects do merge islands, in particular when connected by constraints. (fantom = object with collision detection but no collision response).
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undo was also not working.
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from Markus Ilmola (glome)
note, UV's will be incorrect in some faces because of eekadoodle problem.
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least)
only clear newly added items from the gameLogic dictionary rather then the whole dictionary.
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on creating multires in editmode, wasn't doing test_index_face for
the face data.
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Correct parent is ..\ under Windows.
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allowed at level 1, missed a case.
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The constants KX_STATE1 to KX_STATE30 can be used
with setState() to change the object state in a
python controller. The constants are defined in the
GameLogic module so that the full name is
GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you
can simplify this with the import statement:
from GameLogic import *
cont = getCurrentController()
ob = cont.getOwner()
ob.setState(KX_STATE2) #go to state 2
KX_STATEx constants are defined as (1<<(x-1))
Binary operators |, &, ^ and ~ can be used to combine states:
You can activate more than one state at a time with the | operator:
ob.setState(KX_STATE1|KX_STATE2) #activate state 1 and 2, stop all others
You can add a state to the current state mask with:
state = ob.getState()
ob.setState(state|KX_STATE3) #activate state 3, keep others
You can substract a state to the current state mask with the & and operator:
state = ob.getState()
ob.setState(state&~KX_STATE2) #stop state 2, keep others
You can invert a state with the ^ operator:
state = ob.getState()
ob.setState(state^KX_STATE2) #invert state 2, keep others
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give correct results.
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Revert this because don't work "fine" with dual-monitor.
The problem is not the code, this work fine, but full screen
for a window manager is not both monitor (until set xinerama or
whatever..).
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zoom level was not correct.
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Fixes for solaris compiling
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Fixes for solaris compiling
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Takes half an hour to find a nice empty spot for a button! Another attempt
to locate new shadow color swatch. Now back in shadow panel, bottom.
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introduces "../" ad libitum + harcoded path?
bug was introduced when fixing BLI_cleanup_dir not to write to negative character indicies.
added a BLI_parent_dir(char *path)
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- Button for 'shadow color' was drawn over 'layer shadow' button...
The shadow+spot panel was cramped... spot shadowbuffer uses all
space. Moved it to the Lamp panel with label, more clear now.
Panel reorg is for later :)
- Small fix: Area Lamp 'gamma' slider didn't update preview.
Unfortunately had to move this slider to smaller button...
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When there was a setup where an object was linked to more than one scene at once, and in one of those scenes some of the objects in that scene were related to it, the objects related to it were not correctly relinked to the new copy.
This was due to the 2nd check for selected objects
if( (base->flag & flag)==flag)
meaning that only selected objects would get corrected.
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reported once in tracker
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Zbuffer error in render: when you render faces clipped by 'clip end' the
z values could wrap around, resulting in errors. Code not nicely clamps,
plus should be faster even!
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hold down ctrl when rotating the viewport
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Thanks matt for the typing work :)
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and lens value for other cameras.
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NULL listbase first.
changed visibility actuator menu to 3 toggle buttons and added tooltip note about outliner render restriction being used for visibility.
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In a A___B|---|B situation created by duplicating the B keyframe, the long keyframe between the 'B' keyframes was not showing up until the A keyframe was already duplicated. Reverting the 'optimisation' applied there (i.e. searching from last block, as that's where most blocks would be added)
Also removed some unused lines from gpencil.c
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change for now but others may want to look into it.
blendef.h - removed some unused defines.
editipo_mods.c - deselect all was selecting instead.
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and particleInstance could be bypassed by using ctrl-c + 'copy all' option.
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from disk
Missing free compiled.
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provided by Nils Thuerey.
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- Added blending mode and factor option, so it's more clear and
controllable what happens with it. Also nice for crazy effects
of course!
- Preview render now shows preview for it too
On the todos:
- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely
not good... but a fix will make old files look very different.
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hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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- Changed order for applying atmosphere, it does it now before alpha-adding
sky, giving correct transparency
- Added correction for de-premulling and premulling scatter color
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FSA didn't work for atmosphere option.
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selected)
(updated select group toolbox and header menu)
Added 2 copy property options - Replace All and Merge All, since there was no way to remove all properties, or set all objects game properties to be the same as the active objects.
Added set_ob_property(ob, prop) to property api.
bugfix in python api, copyAllPropertiesTo, it didnt check for duplicates or that it wasnt copying from/to the same object.
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in this case
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- saves adding UV's to faces just to set the invisibility option or having an logic bricks to set the visibility state.
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collision feature.
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cylinder, cone and btScaledBvhTriangleMeshShape in Bullet.
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removed/refreshed.
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