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2008-09-26svn merge -r 16608:16749 ↵soc-2008-jaguarandiAndre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-19Merge from trunkAndre Susano Pinto
(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it) svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-19Revert last merge from trunkAndre Susano Pinto
svn merge -r 16539:16538 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi/
2008-09-15svn merge -r 16231:16536 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-22svn merge -r 16215:16231 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-18svn merge -r 16077:16174 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-11svn merge -r 15988:16055 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-06svn merge -r 15908:15988 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-02svn merge -r 15688:15908 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-22svn merge -r 15590:15688 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-13svn merge -r 15392:15551 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-01svn merge -r 15292:15392 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-06-21svn merge -r 15202:15292 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-06-12Merge from trunkAndre Susano Pinto
svn merge -r 15104:15202 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-24fix BGE bug #8646: unusable anaglyph settingsBenoit Bolsee
The best rules for stereo rendering are now applied to Blender. Here is the new situation: 1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game. 2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. Notes: - If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras. - If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect. - If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-05Fixed some indentation, I stumbled across (spaces vs tabs)Kent Mein
and also removed return 0 from a void stub. Kent
2008-05-04More compiler fixes for BLI_convertstringcode callsKen Hughes
2008-04-30fix BGE bug #8869: Added objects are not lit correctlyBenoit Bolsee
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
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!
2008-04-15fix BGE bug #8309: After Parent Object added to the visual layer, Child ↵Benoit Bolsee
Camera won't follow. This bug fix is made of two parts: 1) It's now possible to dynamically add a camera. 2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera. This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
2008-04-06Commit patch #8799: Realtime SetParent function in the BGEBenoit Bolsee
This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc. The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time. The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
2008-04-05Commit patch #2439: Mesh replacement in BGE will react properly to armature ↵Benoit Bolsee
deform Changing the mesh of an object that has a deform controller (armature) is now properly handled. The new mesh must have vertex groups matching the armature bones. In simple terms, the new mesh must deform correctly when you assign it to the object in Blender and you test the action. It will deform the same when you replace the object mesh during the game.
2008-03-24Commit patch #8724:Benoit Bolsee
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon material objects that are created. Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together with a single material). However, the number of materials that are created right now in the converter is much higher and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial) that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end of the game). For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-22Correction on BGE fixes:Benoit Bolsee
- check that an object has been created before setting the physics environment - check that there is an active camera before using it - when a camera is deleted, remove it from m_cameras list
2008-03-15New rayCastTo() python method for KX_GameObject: Benoit Bolsee
rayCastTo(other,dist,prop) Look towards another point/KX_GameObject and return first object hit within dist with a property that match prop, None if no object found or if it does not match prop. Parameters: other = 3-tuple (xyz coordinates) or object reference (target=center of object) (type = list [x,y,z] or object reference) dist = max distance of detection (can be negative => look behind) If 0 or omitted => detect up to other (type=float) prop = property name that object must have If empty or omitted => detect any object (type=string)
2008-03-13Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the ↵Benoit Bolsee
following limitations: 1. All Ipo channels are now independent. In Blender 2.45, all 3 Loc Ipo channels were automatically set together. For example, having just a LocX Ipo channel was sufficient to fix the X, Y and Z coordinates, with the Y and Z value taken from the object original Y and Z location in Blender. The same was true for the 3 Rot and the 3 Scale Ipo channels: the missing channels were assumed to have constant value taken from the object original orientation/scale in Blender. With this patch, all Ipo channels are now independent. THIS WILL CREATE BACKWARD COMPATIBILITY PROBLEM if you omit to define the 3 channels of a same type together in your Blend file: the undefined Loc, Rot, Scale coordinates of the object will be influenced by the parent/spawner Loc/Rot/Scale in case the object is a child or dynamically created. 2. Delta Loc, Rot, Scale are now supported with the following limitations: - The delta Loc/Rot Ipo modify the object global (NOT local) location/orientation - The delta Scale change the object local scale - The delta Ipo curves are relative to the object starting Loc/Rot/Scale when the Ipo was first activated; after that, the delta Ipo becomes global. This means that the object will return to this initial Loc/Rot/Scale when you later restart the Ipo curve, even if you had changed the object Loc/Rot/Scale in the meantime. Of course this applies only to the specific Loc/Rot/Scale coordinate that are defined in the Ipo channels as the channels are now independent. 3. When the objects are converted from Blender to the BGE, the delta Loc/Rot/Scale that might result from initial non-zero values in delta Ipo Curves will be ignored. However, as soon as the delta Ipo curve is activated, the non-zero values will be taken into account and the object will jump to the same Loc/Rot/Scale situation as in Blender. Note that delta Ipo curves with initial non-zero values is bad practice; logically, a delta Ipo curver should always start from 0. 4. If you define both a global and delta channel of the same type (LocX and DLocX), the result will be a global channel equivalent to the sum of the two channels (LocX+DLocX).
2008-03-10BGE memleak fixed: mesh/material not deleted when switching sceneBenoit Bolsee
2008-03-01Various mem leaks related to CValue reference count fixedBenoit Bolsee
2008-02-16patch 8235 8218 8211 added: various gameengine improvements, fixed windows ↵Benoit Bolsee
project files
2008-02-04merging game_engine branch changes into trunk, 2d-filters and opengl speedupHamed Zaghaghi
2007-11-28Blender interface code in Game Engine, who would that have thought!Ton Roosendaal
(this fixes compile error in GE)
2007-11-18Fix for multimodifier commit breaking game engine compile.Brecht Van Lommel
2007-11-062d Filters updated, now you can use custom filter and write your own GLSL ↵Hamed Zaghaghi
shader program to filter rendering result.
2007-10-232d-Filters feature and actuators.Hamed Zaghaghi
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!
2007-09-18Fix insert_vert_icu, missing the new "fast" argument.Diego Borghetti
2007-09-17Updated calls to insert_vert_ipo to beKent Mein
insert_vert_icu since insert_vert_ipo no longer exists. Kent
2007-08-28This commit fixes up a bunch of svn properties to hopefully make things a ↵Kent Mein
little nicer for everyone. Patch provied by gsrb3d bug tracker #7061 Kent
2007-07-29Forgot to commit file in the game engine.Brecht Van Lommel
2007-07-19was missing headerCampbell Barton
2007-07-19removing duplicate constantsCampbell Barton
2007-06-23preparation to upgrade to Bullet 2.53Erwin Coumans
2007-06-01Applied patch [#5795] Parent to bone - Supplied by Monster.Charlie Carley
2007-04-29dont use tface hide or select anymore, since maintaining 2 sets of ↵Campbell Barton
hide/select data for each face is annoying. using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-04* spelling commit by ideasman did accidental rename of one var, but not ↵Nathan Letwory
properly :)
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-02-05Left out the case where MTFace can be null.Charlie Carley
2007-02-05Bug fix for TF_BMFONT faces. Colors on the material were backwards when ↵Charlie Carley
rendered.
2007-01-19fix crash in constraint conversion, fix reference frame transformations for ↵Erwin Coumans
generic 6dof constraint
2007-01-13First commit! Small bug fix for cube map crashing in the player.Charlie Carley
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images