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2011-09-11svn merge -r40104:40117 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-11partial fix for blenderplayer linking problems (decast retour)Dalai Felinto
This fix the problem of linking the extern components for the KX module. The remaining linking issues are related to actual bad level access so the fix is a bit more complex. Remaining linking issues (osx cmake gcc) ########### Undefined symbols: "_buildNavMeshDataByDerivedMesh", referenced from: KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) _applyModifier in libbf_modifiers.a(MOD_navmesh.cpp.o) "_polyIsConvex", referenced from: _applyModifier in libbf_modifiers.a(MOD_navmesh.cpp.o) "_polyNumVerts", referenced from: KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) "_polyFindVertex", referenced from: KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) ############
2011-09-11speedup font drawing:Campbell Barton
for ascii characters in a utf8 string use glyph_ascii_table lookup rather than call blf_glyph_search(), otherwise fallback to blf_utf8_next() and blf_glyph_search().
2011-09-11fix for error in own commit r40108.Campbell Barton
2011-09-11replace magic numbers for flags for uiSetRoundBox();Campbell Barton
2011-09-11bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get ↵Dalai Felinto
changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-11use vertex arrays for 3d view grid floor, reduce calls to glColor3ubv. ↵Campbell Barton
clanup some unrelated odd formatting in draw_rotation_guide.
2011-09-11draw grid lines in 1 loop rather then 2.Campbell Barton
2011-09-11change grid floor loopCampbell Barton
- split out axis drawing into its own loop (makes it more readable) - left GRID_MIN_PX at 1.0 by mistake last commit.
2011-09-11simple changes to grid drawing logic.Campbell Barton
- make ortho grid drawing use vertex arrays - make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line. - make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason). - add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.
2011-09-11minor edits / cleanup - no functional changes.Campbell Barton
- use 'const float *' and array size in some function declarations. - replace macros for BLI_math functions INPF, VECCOPY, VECADD etc. - remove unused VertRen.clip struct member. - remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3(). - use vertex arrays for drawing clipping background in the 3D viewport.
2011-09-11cmake edits to navmesh so includes are not added unless the game engines ↵Campbell Barton
enabled.
2011-09-11svn merge -r40075:40104 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-11added section about editmode switching to gotchasCampbell Barton
2011-09-10Fix #28609: UV Sphere Operator Panel allow Segments and Ring to be manually ↵Sergey Sharybin
set to 0 Set hard min for segments and rings to 3. Lower values doesn't make real sense and can only confuse.
2011-09-10Fixed for navmesh on FreeBSD. Oatch by sambler, thanks!Sergey Sharybin
2011-09-10Change priority for editor util library. Gave linking errors here.Sergey Sharybin
2011-09-10spelling corrections from Philippe CasteleynCampbell Barton
2011-09-10Another set of fixes for recats: osx uses different order of arguments for ↵Sergey Sharybin
sort_r and it's callback. Also do not use char constants like 'NAVM' which is casting to int. And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
2011-09-10use vertex arrays for wireframe octahedral bone drawing.Campbell Barton
2011-09-10fix for building with collada and some other warningsCampbell Barton
2011-09-10Navigation Mesh Modifier:Thomas Dinges
* Fix scons define for operator append * Don't use abbreviations in the UI.
2011-09-10MSVC build fix by MiikaH for NAVMESH. Thanks! :)Thomas Dinges
2011-09-10Recast & Detour UI:Thomas Dinges
* Panels showed up even if in non game engine mode, polls were missing!
2011-09-10Small comment change, when built without Fluids. Thomas Dinges
2011-09-10Compile fix for scons:Thomas Dinges
* Don't compile with navmesh_conversion.cpp if Game engine is disabled.
2011-09-10Fixing bugs after Recast & Detour branch mergeBastien Montagne
*The eModifierType_NavMesh enum define was added before WeightVG ones, in ModifierType, breaking file load for WeightVG modifier. New modifier should always be added at the end of that enum!
2011-09-10NAVMESH Modifier was not alphabetical correct in the modifier list, as the ↵Thomas Dinges
others.
2011-09-10disable navmesh feature when building without the game engine.Campbell Barton
2011-09-10fixed linking with CMakeCampbell Barton
2011-09-10recast and detour patch now builds again with GCCCampbell Barton
- rearrange structs to work for 64bit - define all vars before goto's - ifdefs for qsort_r/qsort_s - dont cast pointers to int only for NULL checks - dont printf STR_String directly, get the char pointer from it also minor change to gpu py module, no need to pass empty tuple to PyObject_CallObject, can just be NULL
2011-09-10fix own mistake in recent commit, was using glIndexPointer incorrectly.Campbell Barton
2011-09-10Fixing bugs after Recast & Detour branch merge!!Thomas Dinges
* The new NAVMESH Modifier did not show any buttons, console printed errors instead! * Poll of "PHYSICS_PT_game_obstacles" panel caused errors as well, self instead of cls was used as argument. * Check to show/hide buttons in "WORLD_PT_game_physics_obstacles" panel did not worked due to wrong ENUM identifier ('None' instead if 'NONE') * Moved "SCENE_PT_navmesh" panel out of properties_scene.py into the properties_game.py where it belongs and renamed it. Also, don't use abreviations in Panel Headers (Navmesh > Navigaion Mesh) * Code cleanup, removed unnescecary code. * bpy.types.Panel > Panel
2011-09-10SVN maintenance.Guillermo S. Romero
2011-09-10BGE: merge Recast & Detour branch (sock-2010-nicks).Benoit Bolsee
Add navigation mesh capability to the BGE, both by logic bricks and python. Add tools to creation navigation mesh in the creator: - manualy - automatically from existing mesh with "object.create_navmesh" operator - automatically from existing mesh with "Navigation mesh" modifier Editing navigation mesh is possible via special modifier edit mode. Creation and modification of Navigation mesh is also possible at runtime in the BGE. Documentation at http://wiki.blender.org/index.php/User:Nicks/Gsoc2010/Docs Warning: No upgrade is provided for blend files created under the branch. If you load a blend with navigation data created with a branch build, it will likely crash blender or behave incorrectly.
2011-09-09svn merge -r 40061:40078 ↵soc-2010-nicksBenoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-09svn merge -r40051:40075 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-09patch [#28588] BMesh: "Split" toolCampbell Barton
from Andrew Wiggin (ender79) Impliments the split tool in bmesh.
2011-09-09correct edit some commentsCampbell Barton
2011-09-09use opengl vertex arrays for the base widgets, their rounded corners, arrows ↵Campbell Barton
and emboss. (note, this is from OpenGL 1.1 from 1992, nothing fancy), gives moderate speedup on my system when showing many buttons (10% - 15%).
2011-09-09[#28595] Select similar edges by face angles ignores z component of normal ↵Sergey Sharybin
angles Patch provided by Andrew Wiggin (ender79). Thanks!
2011-09-09warning fixesCampbell Barton
2011-09-09Fix #28590: Sculpt Overlay Texture in Viewport Glitched and Wrong icon for ↵Sergey Sharybin
Overlay Option? Use clamp to border for fixed textures.
2011-09-09error (case insensitive search replace)Campbell Barton
2011-09-09replace magic numbers with defines to make the interface source more readable.Campbell Barton
only functional change is the uiWidgetBase struct stored up to 64 verts, changed this to 36 since thats the most that is used atm, added assert if this ever changes.
2011-09-09Hotkey tweaks: Start/End frame jumping back to Shift-Left/RightJoshua Leung
I'd moved them to Ctrl-Shift-Left/Right having thought that they were for some reason now conflicting with some other hotkeys. Apparently not.
2011-09-09Patch [#23443] Change outliner filter into searchJoshua Leung
Shane Ambler (sambler) for this 12-month vintage! From description: One thing with the outliner filter box is it only filters items that are currently visible. To find what you want you need to manually expand a few levels so that what you want to find is visible. This small patch expands items when filtering is done - effectively turning it into a search. Currently this does not alter the datablocks view as expanding all entries takes waaaay tooooo long. I prevent the expansion of RNA entries for userprefs which prevents infinite recursion but the datablocks list is just too big for this approach. I think it would need a custom outliner_build_tree for a full search.
2011-09-09forgot to resolve one conflict in previous mergeBenoit Bolsee
2011-09-09Apply small patch by Shane Ambler:Nathan Letwory
* inline of math funcs for Apple PPC * eltopo big/little endian ifdef
2011-09-09svn merge -r 39975:40061 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender