Age | Commit message (Collapse) | Author |
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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.
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with added objects"
The steering actuator was filling its m_obstacle member when it was created (i.e., conversion time), which meant it had the wrong pointer after the actuator was replicated. Now m_obstacle is reassigned when the actuator is replicated.
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"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"
also remove NaN references from files that have been added since blender went opensource.
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http://markmail.org/message/fp7ozcywxum3ar7n
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- Upgrade Recast library to latest portable version
- Implement recast_qsort based on FreeBSD qsort.c to have
portable thread safe quick sort for use in conversion routine.
- Better default value for the Build Navigation Mesh operator
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normal (steering actuator)
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seeking and fleeing
- added possibility to add navmesh modifier manually in order to transform manually created mesh to navigation mesh (with navigation polygons data layer)
- added possibility to use existed navigation mesh object for navmesh generation (so new object won't be created, but existed object will be updated)
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accept only objects with NavMesh physics type
- fixed the access to KX_SteeringActuator attributes from scripts
- added enum members for KX_SteeringActuator and KX_NavMeshObject to GameLogic dictionary
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actuator
- added python attributes for parameters of steering actuator
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- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
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- creation obstacle on object replication (including navmesh object)
- creation object transform for navigation mesh directly from blender object instead of using SGNode world transform (because SGNode doesn't exists yet when building navmesh on ProcessReplica)
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- added debug visualization for object velocities
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velocity
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following; renamed KX_Pathfinder to KX_NavMeshObject
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