Age | Commit message (Collapse) | Author |
|
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
|
|
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager,
this request to always update it before run any python script and allow call function like
ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global
m_sCurrentLogicManager is not updated with the proper scene logic manager.
Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add
a similar line. The following patch propose a different way:
- Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is
set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and
scene merging.
- Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name
coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the
KX_Scene::FindCamera function.
Reviewers: moguri
Differential Revision: https://developer.blender.org/D1913
|
|
therefore it is not necessary the NULL check.
|
|
patch (with changes from me) by Séverin Lemaignan (skadge)
|
|
target, not the subtarget.
|
|
|
|
|
|
|
|
|
|
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
|
|
|
|
|
|
|
|
|
|
|
|
124-126 but isnt used by any build systems now.
|
|
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
|
|
|
|
was: object.pose.pose_channels["Bone"]
now: object.pose.bones["Bone"]
|
|
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
|
|
and scons)
when python is disabled videotextures are not built.
|
|
Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
|