Age | Commit message (Collapse) | Author |
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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add a check for duplicates in BlenderLib()m, if 0'd now.
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now do per material bucket.
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colors, then extract back out (pre face).
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Replacing AUD_Reference with boost::shared_ptr.
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collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
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also left bmesh decimator on in previous commit.
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- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
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had a typo too.
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in the code but wasnt accessible from the UI this wasn't even accessible from the UI in 2.4x.
This would only paint onto faces from the active material. however we're better off using selection here IMHO (adding support for material selection in paint mask mode).
also quiet some warnings.
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source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system.
Give functions in property.c more unique names.
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...).
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
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drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
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This one still allows frame properties to be updated after receiving a negative pulse. This also fixes bug [#32179] "Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal" reported by Dalai.
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to attempt to increase security by not loading potential Python scripts.
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Actuator Sensor.
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has been broken since the animation changes from Pepper. BL_ArmatureObject.channels should be used instead. For more information see bug #28843 for more info:
http://projects.blender.org/tracker/index.php?func=detail&aid=28843&group_id=9&atid=306
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functions with a macro.
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Leonard Ritter.
Blender's import function check's the Text datablocks in main for additional modules for importing. However, libloaded scenes were 1) not loading Text datablocks and 2) not letting bpy know about them. Text datablocks are now loaded if a Scene is loaded and bpy can now looking through extra Mains to find additional modules.
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also fix for building ghost test and fix double free in one of the tests
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game key binding" by Jay Parker. This patch fixes [#31671] "Keyboard Sensor blocks Quit Game Key Binding"
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cleaner (no functional changes).
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on code provided by Sergey Kurdakov. Now more deformation flags are being passed to armature_deform_verts(). Note: this fix is only for the Blender vertex deformer, not the BGE deformer.
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deactivation time from python and GUI.
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The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is
set to 0).
These settings help reducing the processing spent on Physics during the game.
Previously they were only accessible from python but not working because of a bug.
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.
Python API:
import PhysicsConstraints
PhysicsConstraints.setDeactivationLinearTreshold(float)
PhysicsConstraints.setDeactivationAngularTreshold(float)
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===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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vector function edits.
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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also stop numpy from being found in /usr/include with cmake.
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