Age | Commit message (Collapse) | Author |
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Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
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Blender.Draw.Button() was not showing up. Seems to be an epydoc
issue with Button() being both a module method and the name of a class.
I changed Button to Button_ and added a usage note.
Yes, this is lame.
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DLoc* --> dLoc*
DRot* --> dRot*
DSize* --> dSize*
updated doc (Ipo.py)
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might be only an edge was missing in one of the loops.
Fix a crash that would sometimes happen when clicking the texture painting
button in the image window header. Made headerbuttons_packdummy a static
variable again. The uiDefBut call for the texture painting button stores a
reference to it, so it must be kept in memory.
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- Campbell Barton contributed another function (thanks again), the Image.reload method:
with this a script can keep an image that is being edited and saved by an external program updated in Blender.
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in the UV/Image editor 'UVs' menu
Script authors can use:
Group: 'UV'
in the headers of their scripts to let them appear in
this menu.
* Updated the UV Face Layout script to reside in the UVs
menu, rather than the (incorrect) File->Export menu.
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- error corrections in NLA about dictionaries
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- ability to get a bonespace/worldspace bone matrix
- get ik flag
- some tweaking to matrix updates for addBone()
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buttons_object.c I decided to move it to buttons_editing.c, where it logically belongs. Matter of copy and paste (and deleting from buttons_object.c :)
Now poor newcomers can more easily find the editing buttonevent handling code.
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This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc.
Missing: Actuator & Controller reference.
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and mouse coordinate in selecting routine.
Caused selection not to work in extreme zoom ins.
(Thanks OOPz!)
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- updated docs with recently added functions
- dynamic menu entries now are sorted (alphabetically, of course)
- added new menu categories for scripts: Wizards, Modifiers, Generators, Materials, Animation:
only added to list of options, didn't mess with any Blender header. They are already available from the "Scripts" menu in the scripts win, but not elsewhere.
- added option 'datadir' to Blender.Get(option):
so scripts can use .blender/bpydata for reading / writing their data files.
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unload it before running the game!
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Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
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Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
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- Mesh Objects are sorted by depth (based on object centre.) Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
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bugfix: #1212 changing object's layer had no effect.
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missing from the project files.
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Mirror menu missing in the Header Menu for most object types in edit mode
http://projects.blender.org/tracker/index.php?func=detail&aid=1289&group_id=9&atid=125
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needs cleared. Timings go down nice:
octree new 2.33a
128 0:04.2 0:07.5
256 0:06.5 0:20.0
512 0:18.0 2.06.9
Time is including initialize renderfaces etc. 100k quads.
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-- Added two new functions to the Draw module, to display int and float popup buttons:
Both contributed by Campbell Barton, thanks!
-- Fixed a couple warnings.
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added define for future use to bring back old (fast) AA.
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mouse.
For me it's a good replacement, and more intuitive & compatible. Now
let's wait for the storm of reactions...
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redundant file from render
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- Finally added Blender.Load function for loading .blend files, useful for demos, for example.
- Moved data from Blender.h to Blender.c. We'll keep doing this where it applies and someday remove all unused files at once.
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This fixes errors in quads that are non-planar...
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the mouse pointer.
This is addressing bug #952
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Make it static, and define in SM_Object.cpp
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http://projects.blender.org/tracker/index.php?func=detail&aid=1245&group_id=9&atid=125
The member names of MCol are wrong, so we will convert to unsigned char* like the rest of blender.
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Kester: since this is in DNA, it backwards converts all R into B now,
which isn't the bug. On big endian systems (OSX) there engine colors
are OK, which indicates the conversion of MCol goes wrong on the
engine side, by using some endian-sensative approach.
The main confusement is, that the MCol struct isn't in use for read
or write in Blender, only for a save in files. The contents of that
struct is wrong, yes. See note in vpaint.c top.
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the physics simulation.
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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char* - makes using these methods much nicer.
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GPUs can do more now.
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Should fix crashes reported by Calli
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Remove warning printf.
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