Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2011-11-24rename mathutils constructors to match other parts of the bpy/api (no ↵Campbell Barton
functional changes)
2011-11-24BGE Animations: Getting the Action Actuator to behave better with pulse mode ↵Mitchell Stokes
(on the sensor) and continuous enabled.
2011-11-24BGE patch:[#29372] Matrix size for bge.types.BL_ArmatureBone.bone_mat by ↵Dalai Felinto
Damien Touraine (touraine)
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-11-06more macro --> BLI math lib, mainly replace VECCOPY in render and blenkernel.Campbell Barton
2011-11-06misc macro --> bli math lib functionsCampbell Barton
2011-11-06PyUnicode_From_STR_String utility function which passes STR_String to ↵Campbell Barton
PyUnicode_FromStringAndSize (saves a call to strlen). Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-05- view bounds (now split from collision bounds) was still being used for bge ↵Campbell Barton
physics in one place, comparison was incorrectly treating it as a flag too. - cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
2011-11-04Fix #28865: Draw_bounds_type does not display Polyhedron or Capsule typesSergey Sharybin
Separate DNA properties for bounding box used for bounding box display in 3d viewport and bounding box used for collision detection in game engine. Bumped subversion for proper updating old files to new system, but it need more complex testing.
2011-11-04Configurable sensor size:Sergey Sharybin
- Added support of variable size sensor width and height. - Added presets for most common cameras, also new presets can be defined by user. - Added option to control which dimension (vertical or horizontal) of sensor size defines FOV. Old behavior of automatic FOV calculation is also kept. - Renderer, viewport, game engine and collada importer/exporter should deal fine with this changes. Other exporters would be updated soon.
2011-11-03python string conversionCampbell Barton
- use _PyUnicode_AsStringAndSize where possible - use %R for PyErr_Format(...) rather then running repr on the object explicitly - use const char
2011-10-28replace VECCOPY and QUATCOPY with inline funcs.Campbell Barton
2011-10-27use const for readonly strings and set some functions to staticCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-17fix spelling mistakes in comments (and in some python error messages), ↵Campbell Barton
nothing to effect translations.
2011-10-14fix [#28909] OpenCollada export / import sintel lite v2.1 crashes on import.Campbell Barton
2011-10-14rename confusing constants (no functional change)Campbell Barton
- OB_BOUND_POLYT --> OB_BOUND_CONVEX_HULL - OB_BOUND_POLYH --> OB_BOUND_TRIANGLE_MESH
2011-10-10- for some reason navmesh wasnt drawing when VBO was enabled.Campbell Barton
- fix navmesh crash (may well have been from own changes) - changing VBO's now redraws all windows - useful for checking if VBO draws differently.
2011-10-07spaces -> tabs (whitespace only changes)Campbell Barton
2011-09-25whitespace cleanupCampbell Barton
2011-09-25BGE Animations: Fixing various Action Actuator compatibility issues reported ↵Mitchell Stokes
by Dalai in issue #28723.
2011-09-21remove support for irixCampbell Barton
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-16- remove deprecated pose channel membersCampbell Barton
- change short -> char for flags that support it. - add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
2011-09-12- fix for mesh_get_mapped_verts_nors copying short normals to floats without ↵Campbell Barton
scaling. - BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
2011-09-09svn merge -r 39975:40061 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07BGE fix: ignore sounds that cannot be opened instead of crashing. ;-)Joerg Mueller
2011-09-06fix some complier warnings and add -Wundef to CMake's default GCC warnings.Campbell Barton
2011-09-04BGE animations: fixing initialization order issues for BL_ActionActuator and ↵Mitchell Stokes
BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
2011-09-04BGE animations: Fixing a potential crash when using camera IPOs. The IPOs ↵Mitchell Stokes
were being created off of blendercamera->adt->action when they should have been using the supplied action. Thanks to z0r for pointing out the problem and a potential fix.
2011-09-03BGE animations: Fixing a crash that would happen if the property for a ↵Mitchell Stokes
property mode action actuator was invalid.
2011-09-03whitespace editsCampbell Barton
2011-09-02BGE animations: This is an attempt to help smooth out some more ↵Mitchell Stokes
compatibility issues with the new action actuator. It now has a similar pulse behavior to the old actuator. This has worked well in most of my tests, but YoFrankie still has problems, and it appears to have gotten a little worse.
2011-09-01whitespace bge editsCampbell Barton
2011-08-31typo fix: end of lines ;; --> ;Campbell Barton
2011-08-30Fix for [#25062] Sound Actuator - Positional Audio.Joerg Mueller
Now all sounds that are not mono but have 3D checked automatically get reduced to mono during BGE conversion time. Also removed the now unneeded function sound_get_channels and added a missing header file to audaspace's CMakeLists.txt.
2011-08-30* Merge trunk up to r39790.soc-2011-pepperJoerg Mueller
* Subversion bump (also for init_userdef_do_versions). * Minor fix for compilation without ffmpeg.
2011-08-29BGE Animations: Various changes to make code reviewers happy:Mitchell Stokes
* Naming/style changes * Taking advantage of switch statements * Removing unneeded NULL checks * etc
2011-08-29bge bugfix: [#28362] Controllers names appear incorrectly with a python queryDalai Felinto
the uniquename was never fully implemented for sensors and actuators, only for controllers. at some point we either get rid of all of them, or bring them all on. For now removing the "unique name" of controllers
2011-08-28check for unlikely error when freeing a library blend file from the BGE.Campbell Barton
2011-08-27fix for bug with all rotation modes being treated as euler by the BGE, this ↵Campbell Barton
bug is in trunk too but fixing here because this code will replace whats in trunk. also make initializers less verbose for ipo transform assignment.
2011-08-25Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport ↵Mitchell Stokes
and BGE" by me. Description from the tracker: "It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
2011-08-17BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which ↵Mitchell Stokes
means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
2011-08-11BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator.Mitchell Stokes
2011-08-11BGE Animations: Always update the localtime used for continuous animations. ↵Mitchell Stokes
Previously this was only done on a positive or negative pulse, which could lead to some issues with a continuous flipper animation.
2011-08-09BGE Animations: Fixing issues with initialization order in BL_ShapeDeformerMitchell Stokes
2011-08-09BGE Animations: Fixing the Continue option when using the Flipper play type. ↵Mitchell Stokes
Also removing a couple of debug prints.
2011-08-08BGE Animations: Various compatibility fixes:Mitchell Stokes
* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area. * Continuous works a lot better. * BL_Action::SetFrame() should work a little smoother.
2011-08-07Merging trunk up to r39145.Joerg Mueller