Age | Commit message (Collapse) | Author |
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- added convenience make target 'make translations'
- some MEM_malloc strings were not unique enough, expanded them.
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- Some declarations after statement left.
- Do not use static inline functions in MOD_navmesh. It produces errors
with msvc and not sure it's actually helps -- optimizer should
make it inlined itself.
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Also use guarded allocations for navmesh stuff.
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through).
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It makes default bfont used if unifont isn't found. Useful for install-less
launch when debugging.
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- Enable international support for win64 msvc by default
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==============================================
Commiting GSoC project by Xiangquan Xiao trunk.
Applied as separated patch, because svn merge produces to much false
conflicts and worked really slow.
Details for usage would be published on code.blender.org soon.
Thanks to Xiao for implementation of project, Campbell to code review,
Dalai and Gez for pointing to nice font and everybody else who took
part in improving i18n support.
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autoplay on (Blender, not blenderplayer)
blender now stops the sound system and free's its self on Pythons
sys.exit().
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convenience makefile to regenerate real makefiles before static checking.
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UI_translate*
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- Move all translation-related declarations to BLF_translation.h
- Reverted some changes to match trunk svn rev40365
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proportional editmode was enabled, even if connectivity setting was off.
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stored as shorts intermally)
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
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I doubt this makes any difference but still, good practises are always good.
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defined, also comment unused var.
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un-inirialized.
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- quiet some warnings
- set some functions static
- replace materialbyname with generic BLI_findstring call
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no translation is done, this means the cached info such as byte representation and hash will be kept.
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api reference until we get an update for 'Naiad'
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Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
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verts in more places rather then having code for 3-4 verts.
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change that somehow got in to cmake preset.
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http://wiki.blender.org/index.php?title=User:Jason_hays22/GSoC-2011
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exception messages and minor style edits.
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is used only)
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some minor changes to exception messages.
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when toggling use antialising user preference. Also fix some other use of
uninitialized memory found by valgrind.
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Plus a few splits of very long lines…
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single_axis_angle_to_mat3(mat3, axis, angle), copied out from mathutils, axis arg is a char 'X/Y/Z' rather then a vector like axis_angle_to_mat3().
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Plus a few cuts in very long lines…
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