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2012-09-23Merged changes in the trunk up to revision 50829.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/render/intern/source/convertblender.c source/blender/render/intern/source/pipeline.c Also addressed code inconsistency due to changes in the trunk revision 50628 (color management with OCIO) and 50806 (UV project material). OCIO-related changes are marked OCIO_TODO as in some other files modified in revision 50628.
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.
2012-09-02..\commmit_hive.txtBenoit Bolsee
2012-08-12style cleanupCampbell Barton
2012-08-06fix for bge module imports so you can do for eg:Campbell Barton
import bge.render as render
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.
2012-06-27style cleanup: also some spelling correction.Campbell Barton
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.
2012-05-18patch [#31507] site not automatically imported when using external python ↵Campbell Barton
package made some modificatons to normal python startup also.
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-02-07Fix for [#29910] Crash on reading KX_SoundActuator.soundJoerg Mueller
aud is now imported automatically on BGE start.
2012-01-30pydoc cleanup + remove unused bge.logic constantsDalai Felinto
+ adding PINGPONG as action actuator constant in rst
2012-01-23Committing patch "[#27676] Change window size/resolution in realtime" by me.Mitchell Stokes
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-12Some small fixes to get things compiling on solaris with cmake.Kent Mein
There are also some changes that need to be done to libmv but I'm leaving those out so I can get it patched upstream first. (Only works with gcc/g++ if we want to use sun's compiler we would need to get rid of all of our annonymous structs which I don't think we want to do at this point, example: typedef struct wmNDOFMotionData { union { float tvec[3]; // translation struct { float tx, ty, tz; }; // this would need to be fixed // something like this or something similar: struct { float x, y, z; } t; }; ... ) Kent
2011-12-20Cucumber, first batch of merge - UI changes and custom exit keyDalai Felinto
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-12-17style edit only - move parenthesis onto second line of function definition ↵Campbell Barton
(in keeping with most of blenders code) also split some long lines in own code.
2011-11-26replace FILE_MAXDIR + FILE_MAXFILE with FILE_MAXCampbell Barton
2011-11-04- added docs and examples for bpy.app.handlersCampbell Barton
- correct error in own last commit for BKE_screen_find_big_area()
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
2011-10-27use 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
2011-10-21- add convenience functions BLI_split_dir_part / BLI_split_file_part, which ↵Campbell Barton
just call BLI_split_dirfile(). - add a fixed value for bprogdir (the dir of bprogname), since it was being used for resource lookups.
2011-10-20initial support for unicode keyboard input for ghost & blenders WM.Campbell Barton
- currently X11 only, depends on Xinput (but should not break other os's). - ghost stores utf8 buffer, copies to wmEvent's - UI text input is currently the only area that uses this - not console or text editor. - no rna access yet.
2011-10-15fix for buffer overrun with BLI_split_dirfile(...), was simple to do since ↵Campbell Barton
many places don't check for filename lengyj of 79 chars which is the limit for the file selector. Add max dir and file length args.
2011-09-11bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get ↵Dalai Felinto
changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
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
2011-09-07use Py_ssize_t rather than int when dealing with list sizes (original patch ↵Campbell Barton
from Fedora but applied changes elsewhere too), also replace PyList_Size with PyList_GET_SIZE where typechecking is already done.
2011-09-01whitespace bge editsCampbell Barton
2011-08-31BGE: Adding two new functions to bge.render to allow users to change the ↵Mitchell Stokes
anisotropic filtering level used by textures: * setAnisotropicFiltering(level) * getAnisotropicFiltering()
2011-07-22Merge with trunk up to r38584.Joerg Mueller
2011-07-15move mathutils into its own lib.Campbell Barton
2011-07-08BGE Animations: Adding constants for the action play modes to bge.logic:Mitchell Stokes
* KX_ACTION_MODE_PLAY * KX_ACTION_MODE_LOOP * KX_ACTION_MODE_PING_PONG
2011-07-06Fix #27877: writing .avi files > 4 GB not working on windows.Brecht Van Lommel
Solution is to replace "long" by "int64_t" and "fseek" by "_fseeki64", because long on 64 bit windows is still 32 bit.
2011-06-05synched with trunk at revision 37212Nick Samarin
2011-05-27Windows installer and Path changes, fixing various issues:Brecht Van Lommel
* Windows installer not working for non-admin users and multiple users * Addon scripts not installing next to user configuration * Portable install not being taken into account in all places The main problem was the windows installer was installing system scripts in AppData next to the user configuration directory, which is not shared between users. Now these are installed in ProgramFiles, and only addon scripts added by the users go to AppData. On all platforms, addon scripts were sometimes getting installed between system scripts, because the scripts folder in the executable directory was given precedence over the user configuration folder, that is no longer done now. So addons now behave like user configuration, they are preserved even if you download a newer build of the same blender version. If you have an installation of 2.57 on windows, the addon install location will not change until we do the version bump to 2.58, to avoid conflicts with the existing the installed 2.57 version. The old behavior of giving precedence to the local folder was done to support portable install, where all configuration is written to the local folder. This is now implemented differently: if and only if a "config" folder exists in the local folder, portable install will be assumed, and files will only be written to that local folder.
2011-05-17synched with trunk at revision 36569Nick Samarin
2011-04-18fix [#26951] blenderplayer and runtimes will not loadCampbell Barton
blenderplayer wasn't finding bundled python, eg: ./2.57/python/lib
2011-04-10quiet msvc/mingw compiler warnings.Campbell Barton
2011-03-29fix [#26667] Can't import scripts when using blenderplayerCampbell Barton
- move import override initialization to bpy_internal_import.c so the player and blender can both call. - remove ineffectual & unused sandboxing code.
2011-03-27clear some c++ warnings.Campbell Barton
2011-03-25fix for blenderplayer using un-initialized mathutils types.Campbell Barton
2011-03-22Blenderplayer: Fixing import issues. Using PyImport_ExtendInittab() for the ↵Mitchell Stokes
Blender modules allows them to be imported in the Blenderplayer.
2011-03-22BGE Dynamic Loading:Mitchell Stokes
* Adding keyword arguments to LibLoad - load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded. - verbose (Default: False) Turns on extra prints (eg SceneName: MyScene). * Also making error reporting better for when an invalid group/idcode is given.
2011-03-21pedantic edit, no need to initialize var.Campbell Barton