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2015-11-12Cleanup: unused definesCampbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-09-16style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-02-25style cleanup, use { on newline after function definition.Campbell Barton
spelling 'impliment' -> 'implement'
2011-12-30style edits for function declarationsCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-05-28BGE Animation:Mitchell Stokes
* Adding IPOs to BL_Action * Adding a "speed" option to adjust the playback speed by some factor
2011-02-25doxygen: gameengine/Converter tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2010-02-12correct fsf addressCampbell Barton
2009-08-19- fix for BGE warningsCampbell Barton
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
2009-06-19BGE: allow action blending by bringing back blend_poses() as ↵Campbell Barton
game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
2009-06-17ActionActuator in the game engine working again to display deformed meshes ↵Campbell Barton
with the new animation system. Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
2009-06-15Game Engine working with the new animation system for Ipos (IpoActuator)Campbell Barton
FCurves are used for animation evaluation so FCurve modifiers work :). Tested with object location and object color animation. Armature and Shape Keys next.
2009-01-192.5Ton Roosendaal
View3D has been split now in a local part (RegionView3D) and a per-area part (old View3D). Currently local is: - view transform - camera zoom/offset - gpencil (todo) - custom clipping planes Rest is in Area still, like active camera, draw type, layers, localview, custom centers, around-settings, transform widget, gridlines, and so on (mostly stuff as available in header). To see it work; also added new feature for region split, press SHIFT+ALT+CTRL+S for four-split. The idea is to make a preset 4-split, configured to stick to top/right/front views for three views. Another cool idea to explore is to then box-clip all drawing based on these 3 views. Note about the code: - currently view3d still stores some depricated settings, to convert from older files. Not all settings are copied over though, like custom clip planes or the 'lock view to object'. - since some view3d ops are now on area level, the operators for it should keep track of that. Bugfix in transform: quat initialize in operator-invoke missed one zero. Als brought back GE to compile for missing Ipos and channels.
2008-10-12Fix crash in game engine IPO code, got out of sync after IPO cleanup, ↵Brecht Van Lommel
removed the duplicated function declarations.
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!
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont