Age | Commit message (Collapse) | Author |
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Just getting rid of license_key stuff.
The project files still need to be updated:
projectfiles_vc7/blender/src/BL_src_cre.vcproj
projectfiles_vc7/blender/blendercompactNG.vcproj
Just search for these files in them.
Kent
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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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Fixes for solaris compiling
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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in this case
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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* Fix and a little of cleanup to the full screen, minimzed and
maximized code.
* Fix bad argument in the ClientMessage event to support the
_NET_ACTIVE_WINDOW property.
* Fix focus problem in some WM (like TWM), this is because Blender
don't set the WM_PROTOCOLS list, now it does, a very basic list
but it's what we need now.
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work in the game player, now the IK lib is linked into the player.
Makefiles/Scons/CMake buildsystems have been updated.
Fix materials nodes to work in the game player.
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an the to-frankie demo playes ok with 24, but would be good to make use of the sound lib's 'priority' option.
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been initialized properly for some reason.
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music would turn off otherwise)
made selecting sound samples keep the relative path setting.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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blenderplayer, using -i as input parameter to pass embedder window id. create a minimal web plugin to embed blenderplayer on web pages (using gecko/mozilla as browser). Only for *nix.
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on Windows. This is really bad for performance and especially showed in the game engine. The purpose was to disable FSAA and fix some UI issue on Geforce 2 graphics cards, hopefully the drivers have been fixed by now? I have no way to test this, so we'll see if an issue pops up on those older cards, and a lot of code changed since then anyway so it might not even be needed anymore.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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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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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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since no additional crashes were reported!
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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bitmap font example http://download.blender.org/ftp/incoming/bitmap.png
* BF_CONFIG was missing from SCons help menu.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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readable. no functionality changes.
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When using BF_SPLIT_SRCS as a hack to get some of the larger libs compiled, there were some problems linking Blender related to some boolean calls. This commit tweaks the priorities for the boolean libs for the 'intern' group so that they get linked before the src libs are.
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New boolean merge algorithm. The current code often does a poor job of merging tris and quads after the operation, resulting in many unnecessary faces. This commit add a new algorithm which takes advantage of topology information saved in the interal BOP structures.
The file intern/boolop/intern/BOP_Misc.h has two #defines which control which algorithm(s) are compiled. They are set now to compile both, with the new algorithm as the default. The original algorithm can be enabled by setting the "rt" debugging button on the Scene panel (F10) to 100.
One note: the current boolean code still occasionally creates a non-manifold mesh from an operation on two manifold meshes. The original merge algorithm would sometimes "close" these meshes and sometimes not. The new algorithms behaves the same way, but sometimes closes a mesh the original would not and sometimes leaves open a mesh the original would close. My fairly extensive tests did not indicate any significant difference in the percentage of final non-manifold meshes.
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Minor changes to boolean code; add an new include file to gather various
#defines global to the boolean system. Currently, this just allows control
of whether some debugging code is compiled or not.
This is a precursor commit for some other boolean optimizations/cleanups.
But in case that commit is later reverted, this code should still remain.
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settings work, 2. reverse domain, 3. reverse control)
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first 3 frames
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Thanks b333rt for catching this.
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clipboard) crashed blender on Windows.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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