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2008-06-14Apricot Branch: GLSLBrecht Van Lommel
==================== * Added support for lamps and shaders. All material diffuse and specular shaders are supported, for lamps especially area light support is not there yet. * Added support for these GLSL shaders in the game engine, though it is incomplete and somewhat of a hack. Specifically all the variables are completely static, which means moving lights, or animating material properties will not work. * Enabling GLSL shaders is now different. They work in textured drawmode, and can be enabled in the Game menu with the option "Blender GLSL Materials" Known issues: * The GLSL shaders don't always update correct on light changes. * The game player appears to crash with these GLSL shaders, while regular blender works fine.
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!
2008-03-10BGE memleak fixed: mesh/material not deleted when switching sceneBenoit Bolsee
2006-12-16contribution from RCRuiz:Erwin Coumans
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-11-30Reserved some Bullet 2.x constraint data.Erwin Coumans
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics. Added RigidBody constraint UI LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody Contribution by RCRuiz, Ramon Carlos.
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
2005-11-06minor cleanup. Todo: Does 'testhandles' need to be called after every single ↵Erwin Coumans
ipo_insert_vert ?
2005-08-23new game-menu option 'Record Game Physics to Ipo'Erwin Coumans
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
2005-08-22- prepared for automatic game physics -> animation (ipo) conversion (this ↵Erwin Coumans
allows to use bullet for animation) - default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ? - added an extra condition, nearsensor is not yet working for bullet, but it crashed.
2005-03-22Reordered some of the includes to fix STL issues.Kent Mein
For details, see: http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=5867 Kent
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