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2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-02-06Fix for bug #18228: OpenGL specular did not get the correct viewBrecht Van Lommel
vector in perspective mode. This is default OpenGL behavior, but by now this optimization is really insignificant. Works in both the 3d view and game engine.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
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.
2008-08-27BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, ↵Benoit Bolsee
return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-07-12improvement of 2d-filter custom shader, Hamed Zaghaghi
some bugfixes, now you can use depth buffer and luminance buffer without any settings, also you can use object's properties in a shader
2008-06-28BGE 2d-filter, custom shaders now can have depth texture and luminance textureHamed Zaghaghi
2008-05-25Apply BGE patch 11137: Render objects with negative scaling correctly (as in ↵Benoit Bolsee
Blender)
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2007-11-062d Filters updated, now you can use custom filter and write your own GLSL ↵Hamed Zaghaghi
shader program to filter rendering result.
2007-10-232d-Filters feature and actuators.Hamed Zaghaghi
2007-09-29GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.Mal Duffin
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully. It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ). I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed. It's great to have another GE coder on the team!
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2004-05-26Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.Kester Maddock
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.)
2004-05-21Query GL for max number of lights to use.Kester Maddock
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont