Age | Commit message (Collapse) | Author |
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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().
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clanup some unrelated odd formatting in draw_rotation_guide.
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- split out axis drawing into its own loop (makes it more readable)
- left GRID_MIN_PX at 1.0 by mistake last commit.
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- 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.
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- 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.
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enabled.
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set to 0
Set hard min for segments and rings to 3.
Lower values doesn't make real sense and can only confuse.
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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.
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* Fix scons define for operator append
* Don't use abbreviations in the UI.
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* Don't compile with navmesh_conversion.cpp if Game engine is disabled.
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*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!
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others.
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- 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
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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.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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from Andrew Wiggin (ender79)
Impliments the split tool in bmesh.
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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%).
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angles
Patch provided by Andrew Wiggin (ender79). Thanks!
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Overlay Option?
Use clamp to border for fixed textures.
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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.
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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.
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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.
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* inline of math funcs for Apple PPC
* eltopo big/little endian ifdef
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
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This allows all object selection operators now, useful for inspecting the scene.
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de-select other verts when rotating an edge, providing the initial edge was not between 2 selected faces.
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quite annoying.
added BM_MergeHFlag() inline function to OR flags together, run this on both verts before merging.
also removed not-helpful comments.
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within the BMesh its self.
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