Age | Commit message (Collapse) | Author |
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been), add extra gcc warnings to cmake.
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collision) could cause various physics problems (like infinite loops in Bullet, etc). This happened because their KX_TouchEventManagers were merged prior to having their physics controllers merged, which has now been fixed. Thanks to Kupoman for hunting down the fix!
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BGE to not use RNA (use lower level BKE/BLI funcs instead)
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
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BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
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import bge.render as render
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Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
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KX_Scene.active_camera when there is no camera in the scene.
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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support this but actually don't, so use the function that checks for that.
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truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
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mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
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Seems to be a conflict between different areas defining
round() function.
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to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
* distance
* lin_attenuation
* quad_attenuation
* spotsize
* spotblend
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enabled" reported by Alberto Torres Ruiz (dithi).
The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
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to attempt to increase security by not loading potential Python scripts.
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also remove local math functions in KX_Camera
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Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic).
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consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
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an active layer.
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nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
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macros which results in calling the function multiple times needlessly.
also added some comments.
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normalise->normalize).
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This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
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functions with a macro.
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Guillaume Côté.
Right now this is being fixed by not allowing the exact same action (action, start/end frames, speed, etc) to be played if it's already playing. Hopefully this will not cause more issues than it solves.
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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.
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