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2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-14buildsystem cleanup: remove duplicate source & includes for scons,Campbell Barton
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-11bge mesh conversion speedup, avoid calling ConvertMaterial() on every face.Campbell Barton
now do per material bucket.
2012-11-11game engine material conversion: don't use the material to convert vertex ↵Campbell Barton
colors, then extract back out (pre face).
2012-11-11code cleanup: bge - rename 'type' to 'use_mcol' in material conversion.Campbell Barton
2012-11-10code cleanup: some warnings and formatting for PyMethodDef's in the BGE.Campbell Barton
2012-11-05Compile fixes for recent boost changesAntony Riakiotakis
2012-11-05Audaspace:Joerg Mueller
Replacing AUD_Reference with boost::shared_ptr.
2012-10-30BGE: Adding support for Bullet's collision masks. Each object now has a ↵Mitchell Stokes
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.
2012-10-29style cleanupCampbell Barton
2012-10-22style cleanupCampbell Barton
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-10-17code cleanup:Campbell Barton
- 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.
2012-10-15style cleanup: bgeCampbell 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.
2012-09-19code cleanup: make shape key api names consistent with our new convention.Campbell Barton
2012-09-18code cleanup: remove vertex/weight paint's VP_COLINDEX, this feature worked ↵Campbell Barton
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.
2012-09-18fix for a strange linking error where set_property() in ↵Campbell Barton
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.
2012-09-16style cleanupCampbell Barton
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-09-04code cleanup: move file string defines into BLI_path_utils.h, ↵Campbell Barton
BKE_utildefines is now unused but keep incase we want to add defines there later.
2012-08-26style cleanup: whitespaceCampbell Barton
2012-08-04style cleanupCampbell Barton
2012-07-30BGE: Fix for [#31993] "BGE Vertex deformer optimized method does not work ↵Mitchell Stokes
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...).
2012-07-29code cleanup:Campbell Barton
- 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).
2012-07-29Fix for [#32213] "Action actuator doesn't finish playing if frame rate ↵Mitchell Stokes
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....
2012-07-25BGE: A better fix for using the Action Actuator with the Actuator Sensor. ↵Mitchell Stokes
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.
2012-07-23BGE LibLoad: Allow the user to disable loading text datablocks if they want ↵Mitchell Stokes
to attempt to increase security by not loading potential Python scripts.
2012-07-22style cleanupCampbell Barton
2012-07-19quiet double promotion warnings for the game engine.Campbell Barton
2012-07-16BGE: The Action Actuator now returns correct values to work with the ↵Mitchell Stokes
Actuator Sensor.
2012-06-28Removing channel manipulation from the Action Actuator Python API since this ↵Mitchell Stokes
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
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-21Fix for [#31396] "bge.logic.LibLoad fails to import text blocks" reported by ↵Mitchell Stokes
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.
2012-06-17style cleanup:Campbell Barton
also fix for building ghost test and fix double free in one of the tests
2012-06-10Committing patch [#31704] "Patch to fix keyboard sensor from blocking quit ↵Mitchell Stokes
game key binding" by Jay Parker. This patch fixes [#31671] "Keyboard Sensor blocks Quit Game Key Binding"
2012-06-07Some slight refactoring of the BGE's LibLoad code to make things a bit ↵Mitchell Stokes
cleaner (no functional changes).
2012-06-07style cleanupCampbell Barton
2012-06-01Fix for [#27472] "preserve volume for armature modifier does not work" based ↵Mitchell Stokes
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.
2012-05-30BGE #30734: add support for physics linear and angular thresholds and ↵Benoit Bolsee
deactivation time from python and GUI. ======================== 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)
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== 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.
2012-05-20code cleanup:Campbell Barton
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
2012-05-13code cleanup: use vector math function minmax_v3v3_v3() and other minor ↵Campbell Barton
vector function edits.
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-01style cleanup: guys - set your editors to tabs!Campbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton