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2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-17fixes from r33127Campbell Barton
2010-11-16fix for fix, r33086.Campbell Barton
- incorrect range check broke ZYX euler rotations, use MIN/MAX constants so this doesn't happen again. - BGE Armature PyAPI also wasn't using correct min/max with rotation modes. - clamp on file read rather then when calling the rotation functions, so developers don't use invalid args without realizing it. - added assert() checks for debug builds so invalid axis constants don't slip through.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-31building the BGE without bullet works again.Campbell Barton
2010-10-26Added function RNA_property_update_check() to check if an update call is needed,Campbell Barton
Simple python benchmark shows this to be about 3x faster in the case where an update isn't needed. This also speeds up rna function argument parsing, since each arg in a function call did 2 string lookups on the context which were never needed.
2010-10-25bugfix [#22277] Absolute Shapekeys crash (in BGE)Campbell Barton
running a shape actuator on a softbody would crash because it assumed the deformer was a BL_MeshDeformer. Added TODO note, since it would be nice if softbody would work with shape keys too.
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-22fix for BGE define in recent math changes.Campbell Barton
2010-10-10enable building the game engine without bullet for scons & cmakeCampbell Barton
2010-10-09patch [#23781] Dynamically Load ActionsCampbell Barton
from Mitchell Stokes (moguri)
2010-10-09Enable CXX_GUARDEDALLOC support through SCons.Nathan Letwory
2010-10-02Fix #23785: in the game engine, if an object had an armature modifier + anotherBrecht Van Lommel
modifier, it would apply the armature deformation twice.
2010-09-16Fix #23857: game engine world colors were not color corrected yet,Brecht Van Lommel
giving inconsistent results with render/UI.
2010-09-15update for MingW/CMakeCampbell Barton
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings. - the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-07- added back zlib include (needed for win32).Campbell Barton
- use list append in more places. - remove non existing include dir.
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-08-29BGE patch #22623 applied: new bound type: Capsule.Benoit Bolsee
2010-08-28Committing patch [#23278] (by me)Mitchell Stokes
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for: * Decrypting .blend files and loading them without having to store the .blend on the hard drive * Pulling .blend data out of an archive and loading it (again skipping the hard drive) So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems). Example usage: import bge with f as open('myfile.blend', 'rb'): data = f.read() bge.logic.LibLoad('Name', 'Scene', data)
2010-08-27own rna naming commits r31439 r31472 also renamed BGE vars unintentionallyCampbell Barton
2010-08-25Fix BGE bug reported by Gilberto: BL_AmartureObject.channels returns only ↵Benoit Bolsee
one channel. Fix BL_ArmatureChannel.joint_rotation now that bPoseChannel structure is passed directly to the get function.
2010-08-20rna data path names which are more likely to break animations.Campbell Barton
Added an operator "Update Animation Data", access from the search menu to update drivers and fcurves.
2010-08-18more rna renaming.Campbell Barton
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-11Update address in license block.Guillermo S. Romero
2010-08-10moved idcode functions into their own file (was added as a todo in the ↵Campbell Barton
comments), these were mixed in with file reading code - BLO_readfile.h bot these functions are not spesific to reading.
2010-08-05bugfix [#23148] "ImportError: __import__ not found" on changing Render FPSCampbell Barton
The BGE was getting the namespace dict directly from __main__ which conflicts with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution. Simple fix is to have the BGE and Blender use the same method of getting namespaces. Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
2010-08-03remove commented scons lines from cmake files, fixed use of pointer poll ↵Campbell Barton
function for ID drobdowns (currently unused)
2010-07-30Fixing a typo in the BGE Python API:Mitchell Stokes
BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler Making the docs match the code: BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
2010-07-24Fixing a crash when using either BL_ArmatureBone.parent and ↵Mitchell Stokes
BL_ArmatureBone.children.
2010-07-23bugfix [#22716] Game engine corrupts rig ID-Properties.Campbell Barton
2010-07-10Fix spelling.Guillermo S. Romero
2010-06-10Minor modification to how objects are selected for animation baking,Campbell Barton
Rather then only baking parent objects. Only bake objects which are have no parents in the original scene. This allows for parenting and unparenting within the game engine without gaps in the animation curves.
2010-06-06- WITH_CXX_GUARDEDALLOC working againCampbell Barton
- CMake building without python or fluidsim working again (broke in recent commit) - remove BLI_short_filename(), it wasnt used anywhere.
2010-05-30reverting previous commit from Mitchell. His commit went to the trunk ↵Dalai Felinto
instead of the branch :) svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-30Reversing the last merge because I botched it.Mitchell Stokes
2010-05-25BGE Fix for: [#22142] Armature deformation does not work in Game Engine. + ↵Dalai Felinto
parent type to modifiers doversion(). Patch by Xavier Thomas (xat) This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope). I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...) Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
2010-05-07ghash alloc string from render branchCampbell Barton
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28571:28573 svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28575:28576
2010-04-29option to copy constraints without making their ID references direct links.Campbell Barton
needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
2010-04-20replace referenecs to python 2.xCampbell Barton
2010-04-20Added F13 - F19 keys for game engine too.Matt Ebb
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-04-17bugfix and cleanupCampbell Barton
- 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.
2010-04-11py api file renameCampbell Barton
- prefix mathutils api. - 2 blf.c files (annoying for debugging) - py api docs ignore keying sets as with operators.
2010-04-02bugfix [#21230] set-scene animation updates not workingCampbell Barton
fix for empty scenes with SETLOOPER macro.
2010-03-29BGE: repair armature animation. Was broken since commit 27766.Benoit Bolsee
2010-03-16Keying Set Fixes:Joshua Leung
* 'Export Keying Set' operator works again - a change in the previous commit broke the created code * Relative Keying Sets don't get their paths shown * Keying Set paths show options for inserting keyframes too now --- Another attempt at fixing compile troubles, and removed some commented out + obsolete stuff.
2010-03-03BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) ↵Dalai Felinto
breaks backward compatibility !!! Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use. (1) Performance - To run the filters 2X == 2X slower (2) flexibility of use - Very often we want the filter in the scene but not in the UI for example. For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now. To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes. * * * * * Imagine that we have: (a) Main Scene (b) Overlay Scene in Main Scene the Z Buffer and RGB will be from the main scene. in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b]. So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-02-22game engine support for recording animation back & some other minor changes.Campbell Barton
2010-02-22use BLI_findstring in more places & remove some warnings, no functional changes.Campbell Barton