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2013-07-23replace use of strcat() where the string offset is known.Campbell Barton
also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-06-24BGE: Fix for [#34185] "billboard scale problem in groups" reported by Tobias ↵Mitchell Stokes
Lijsen (blenderhilfe). Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
2013-05-30split bge includes for scons onto their own lines (for easier merging)Campbell Barton
2013-04-18Fix #34997: when starting the game engine in one window and switching to a ↵Brecht Van Lommel
second window, the game would stop drawing in the first and mess up the OpenGL state of the second. Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-14BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() ↵Mitchell Stokes
and bge.render.getMipmapping().
2013-04-14BGE: Adding a render.setFullScreen() and a render.getFullScreen() to allow ↵Mitchell Stokes
fulscreening games via Python.
2013-04-08style cleanupCampbell Barton
2013-04-05code cleanup: bge warningsCampbell Barton
2013-04-04Fix #34863: bge.render.makeScreenshot from Blender was only saving PNG files,Brecht Van Lommel
while the docs said it followed the settings in the Output panel, other file formats work now. Benderplayer still only saves PNG now as documented, but I cleaned up the code there to reuse existing imbuf functions rather than using own libpng code.
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-15code cleanup: rename BKE_mesh_to_curve_ex --> BKE_mesh_to_curve_nurblist,Campbell Barton
also correct odd indentation.
2013-03-08style cleanupCampbell Barton
2013-02-27Fix various warnings with clang build, and adjust cmake clang warnings flagsBrecht Van Lommel
to include a few more that gcc is using too.
2013-02-22BGE projection code fix: old patch #28893 (to fix #28753) committed in ↵Dalai Felinto
rev.41131 changed the clipping for ortho camera from -far +far to +near +far. But also introduced this -far +far when using 3dviewport camera (which shouldn't).
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-28BGE Profile : visual feedback bars and improvementsDalai Felinto
You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-23make bullet optional againCampbell Barton
2013-01-03add option WITH_SYSTEM_BULLET to link against the bullet installation found ↵Campbell Barton
on the system. Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream. However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
2012-12-25BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing ↵Mitchell Stokes
the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
2012-12-24BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When ↵Mitchell Stokes
Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune). This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-23Added support of J2K codec for Jpeg2000 writingSergey Sharybin
This codec is absolutely needed to generate DCP using OpenDCP, before that external application to convert JP2 to J2K was used which slowed down export a lot. New codec is exposed to image format settings panel and called Codec. Default one is JP2 which creates files with .jp2 extension, new one is called J2K which creates with .j2c extension. Other changes: - Fixed avi jpeg warning which was treating as error here. - Made it so extension is detecting from ImageFormatData instead of image file type, which makes it possible to have different extension for the same file type depending on it's settings. IRIS format should still be changed (depending on number of channels it'll be .bw, .rgb or .rgba extension) - Default image format settings would be set from image buffer when re-saving it. Makes it possible to easily open .j2c file and save it using J2K codec (without this change it'll save as .jp2 using JP2 codec)
2012-12-19code cleanup: warningsCampbell Barton
2012-12-19BGE: Some as of yet unmerged work I did in the Swiss branch. These changes ↵Mitchell Stokes
include: * Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-29BGE: Fixing the double-click issue for mouse events too. The previous fix ↵Mitchell Stokes
only fixed double-click keyboard events.
2012-11-27BGE: Fix for [#33027] "logic.keyboard polling rate extremely low" reported ↵Mitchell Stokes
by Josiah Lane (solarlune). The embedded player now treats KM_DBL_CLICK the same as KM_PRESS.
2012-11-22BGE: Removing some glIsEnabled() calls from DisableForText() in ↵Mitchell Stokes
KX_BlenderGL.cpp. Use of glIsEnabled() is discouraged since it causes a potential sync with the graphics card. Also, it's faster to just always use glDisable() (even if that feature is already disabled) then to check if it's enabled first.
2012-11-05Compile fixes for recent boost changesAntony Riakiotakis
2012-11-03style cleanup: tabs & whitespaceCampbell Barton
2012-10-22style cleanupCampbell Barton
2012-10-20style cleanupCampbell Barton
2012-10-16code cleanup: use float sizes for function args.Campbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
2012-10-02correct some include dirs not being included as SYSTEM paths in cmake.Campbell Barton
2012-09-16style cleanupCampbell Barton
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
2012-09-06style cleanup: indentationCampbell Barton
2012-09-04fix for building without python, also rework python-main-loop control in the ↵Campbell Barton
BGE to not use RNA (use lower level BKE/BLI funcs instead)
2012-09-02..\commmit_hive.txtBenoit Bolsee
2012-08-21code cleanup: use BLI_RCT_SIZE macroCampbell Barton
2012-08-12style cleanupCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-07-19quiet double promotion warnings for the game engine.Campbell Barton
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-14comment unused varsCampbell Barton