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2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-08-16BGE Animations: Increasing the max layer count to 8 as per a user request. ↵Mitchell Stokes
Also, layer checks were checking for values between 0 and MAX_ACTION_LAYERS when they should have been checking for values between 0 and MAX_ACTION_LAYERS - 1.
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.
2011-07-07BGE Animations: Removing unused code and adding some more comments.Mitchell Stokes
2011-07-05BGE Animations: Various fixes and bits of cleanup to get the action actuator ↵Mitchell Stokes
to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-29BGE Animations: Fixing a bug with priority and non continuous animations.Mitchell Stokes
2011-06-24BGE Animations: Adding the concept of priority back. Priority is handled on ↵Mitchell Stokes
a per layer basis.
2011-06-16BGE Animations: Adding the ipo flag options to the action actuator. This ↵Mitchell Stokes
still needs more testing.
2011-06-11BGE Animations:Mitchell Stokes
* Adding BL_Action::Play() and BL_Action::Stop() * Making BL_ActonManger reuse BL_Actions instead of recreating them all the time * Making the Property play type work for the Action actuator.
2011-06-01BGE Animations: Reimplemented the continuous function of the action actuator.Mitchell Stokes
* To do this, I've added Get/SetFrame() functions. * I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:Mitchell Stokes
BL_ActionManager: * IsActionDone(short layer) - Checks to see if the animation on the given layer has finished. KX_GameObject: * PlayAction(...) - Adds an action to the object's action manager * StopAction(short layer) - Remove an action from the object's action manager * IsActionDone(short layer) - Check if an action has finished playing
2011-05-28BGE Animation:Mitchell Stokes
* Adding IPOs to BL_Action * Adding a "speed" option to adjust the playback speed by some factor
2011-05-27Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gccMitchell Stokes