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2012-09-16style cleanupCampbell Barton
2012-09-16fix for error in recent commit (made function static that shouldn't have ↵Campbell Barton
been), add extra gcc warnings to cmake.
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-09-13BGE: LibLoaded sensors that made use of physics controllers (touch, ↵Mitchell Stokes
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!
2012-09-06code clenup: comments and some style edits on ghost/osx (odd indentation)Campbell Barton
2012-09-04fix for building without python, also rework python-main-loop control in the ↵Campbell Barton
BGE to not use RNA (use lower level BKE/BLI funcs instead)
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
2012-08-27BGE: Make sure lib loaded cameras are added to the active scene's camera list.Mitchell Stokes
2012-08-26style cleanup: whitespaceCampbell Barton
2012-08-23style cleanupCampbell Barton
2012-08-20patch/bugfix [#32006] Fix for Collision Sensor - R6025 pure virtual function ↵Dalai Felinto
call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
2012-08-18style cleanup: also correct some doxy commentsCampbell Barton
2012-08-18Moving more duplicate code from GPU_create_gl_tex_compressed() and ↵Mitchell Stokes
BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
2012-08-12style cleanupCampbell Barton
2012-08-08Accidentally did a commit when I wanted to revert... (ignore my last revision)Mitchell Stokes
2012-08-08(no commit message)Mitchell Stokes
2012-08-06fix for bge module imports so you can do for eg:Campbell Barton
import bge.render as render
2012-08-06Fix for [#32054] "Animation break after resuming scene" reported by Andreas ↵Mitchell Stokes
Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
2012-08-05BGE: Fixing a NULL pointer exception caused by calling ↵Mitchell Stokes
KX_Scene.active_camera when there is no camera in the scene.
2012-08-04code cleanup:Campbell Barton
- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)). - reduce some double promotions.
2012-08-03code cleanup: double promotion warningsCampbell Barton
2012-08-01style cleanup: whitespace, also add '?' to save over popup since it wasnt ↵Campbell Barton
totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-07-31Tweak to commit related to non-power-of-two textures, some cards claim toBrecht Van Lommel
support this but actually don't, so use the function that checks for that.
2012-07-30BGE: When using the "Restrict Animation Updates" option, animations are now ↵Mitchell Stokes
truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
2012-07-29code cleanup:Campbell Barton
- 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).
2012-07-29Fix for [#27484] "Run-time command line options don't work in Multi-texture ↵Mitchell Stokes
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.
2012-07-26fix some types and incorrect infoCampbell Barton
2012-07-24Hopefully Blender compiles again with MSVCSergey Sharybin
Seems to be a conflict between different areas defining round() function.
2012-07-24BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks ↵Mitchell Stokes
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
2012-07-23Fix for bug [#26122] "Overlay scene gets transparent when motion blur is ↵Mitchell Stokes
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().
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.
2012-07-22code cleanup: use cosf and sinf when both args and results are float values.Campbell Barton
also remove local math functions in KX_Camera
2012-07-22style cleanupCampbell Barton
2012-07-21use fabsf when using floats.Campbell Barton
2012-07-19quiet double promotion warnings for the game engine.Campbell Barton
2012-07-14BGE: Better fix for the textures not working with custom shaders regression. ↵Mitchell Stokes
Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic).
2012-07-10Scaling non-power-of-two (NPOT) textures to powers of two is really time ↵Mitchell Stokes
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.
2012-07-09BGE: Fixing up the error message received when trying to add an object from ↵Mitchell Stokes
an active layer.
2012-07-09As a response to issue [#28483] "Enable/Disable Rigid Body actuator do ↵Mitchell Stokes
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.
2012-07-07code cleanup: dont use function calls like dot_v3v3, pow and sqrt within ↵Campbell Barton
macros which results in calling the function multiple times needlessly. also added some comments.
2012-07-05code cleanup: remove Python.h include from blenkernel.Campbell Barton
2012-07-04More spell checking.Bastien Montagne
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-06-30Finally committing support for compressed textures on the GPU (DDS+DXT). ↵Mitchell Stokes
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).
2012-06-29code cleanup: bge builds with clang without warnings / errors.Campbell Barton
2012-06-27style cleanup: also some spelling correction.Campbell Barton
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-23Fix for [#29412] "Priority 0 cause problems with pulse mode" reported by ↵Mitchell Stokes
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.
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.