Age | Commit message (Collapse) | Author |
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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Kent
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Kent
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this helps in cases where you want to use a logic brick in 2 states, linking the sensor to a second state's controller can be tricky.
This way you can pin a sensor or actuator, change the visible state and link it to another controller.
The pin button will only be displayed when states view is enabled and the logic brick is expanded or when it is alredy pinned.
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used, the code here needed to be updated.
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discussed on sunday meeting
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there. also added some exception messages and renamed joystick getConnected() to isConnected()
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recent changes in extern/bullet2 need to be re-applied, will check with Benoit. Ray tests in 0_FPS_Template.blend is broken, didn't figure out why yet.
HELP BUILD SYSTEM MAINTAINERS: Please help with updating all build systems: the newly added files need to be added. Note that the src/SoftBody has been added for future extension of real-time soft bodies.
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transitions.
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If the active face is part of the selection, Blender crash when
split the mesh because the act_face have an invalid pointer.
The solution is simple, check if the active face is part of the selection
and in that case, set it to NULL.
Campbell please double check this.
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Vertex color structure in bmesh needed to be padded for
8 byte aligned memory access.
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used at the same time.
The event queue was running for every joystick sensor without checking if the events were for that joystick.
seperating the event queue for each joystick is overkill so instead deal with all joysticks events in once function.
Also removed some unused functions
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true pulse option was enabled).
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=======================
Merge of branch soc-2008-quorn to trunk:
Merged 14970:16308 to trunk@16307, updated to HEAD.
Merged 16318
Main features from this branch:
- Python text plugins
- Suggestions and documentation elements
- Improved syntax highlighting
- Word wrap
- Additional editing tools
- Various undo and clipboard fixes
- File header info and modification checks
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joystick is connected and working.
SCA_Joystick.h seemed to have twice as many newlines as needed.
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When there is no active node in the Composite Nodes, Blender crashes when trying to insert a keyframe using IKEY.
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actuator list.
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error free
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Can now also convert active layer to a series of bone chains. Each stroke will be converted to a chain of connected bones.
At the moment, it is still necessary to manually recalculate roll angles after the armature has been created, as the bones are not assigned the correct roll angles yet.
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No VisualKeying checks were being done
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however curves only make it go to 1.0
reported and patched by slikdigit
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Remported by alxarch.
If you remove the active object and then tried alt-c it would crash.
Kent
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* Added 'Convert To...' button for easy access to conversion tool. The hotkey has been mentioned in the tooltip. This replaces the 'Del Active Frame' button in 3d view only.
Armature Apply Pose:
* Added menu entry (beside Relax Pose)
* Bone-parented objects now get their parent inverse matrices correctly recalculated
* Changes for 'scale' code in previous commit wasn't correct... reverting
* IPO/anim flush protection is now set on bones to prevent them from being sprawled everywhere after applying
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* Roll is now correctly calculated for Apply Armature
* Scale on x,z axes is no longer cleared (only scale on y axis needs to be)
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Special request by Alxarch for Architecture:
Hold Ctrl-Key when 'Draw Mode' is enabled to draw straight lines.
Although when drawing the stroke, the stroke will still be freehand, the final result will be a line between the endpoints of that stroke. This is useful for annotations of sectioning lines + site maps, etc.
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configuration menu's easier to write.
own error with blenderplayer, wasnt decreffing the GameLogic module, probably didnt matter since python was restarted anyway, but is incorrect.
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property is set: the sensor will ignore the objects that don't have the property.
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In PoseMode, the Ctrl-A hotkey can now be used to apply the current pose as the new restpose for the armature.
Notes:
* Roll correction may not be totally correct on bone chains, but is ok in most cases.
* Objects that are bone parented to the armature where this is applied are not correctly adjusted yet.
* It is advisable to 'apply' the existing armature deformations to geometry deformed by the armature before applying this, to prevent unexpected results.
* No menu entry yet... will add in due course.
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Now sets vector/free handles by default
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* Changed hotkey from Alt-C to Alt-Shift-C so that it works when the active object cannot be deselected/deactivated.
* Added option to convert to bezier curves. Note that currently, the handles are simply placed to the same location as the point so that there is an exact match with the gpencil strokes. In future, it would be interesting to investigate using proper curve-fitting algos instead.
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