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2013-09-14BGE: Adding a Python collision API. The initial patch was provided by ↵Mitchell Stokes
agoose77, with some edits by me. KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
2013-09-06Fixing a problem with variance shadow maps blurring out on transparent ↵Daniel Stokes
receivers in the Game Engine reported by Sam Cameron on the IRC. Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
2013-08-26BGE: Cleaning up the vsync code a little.Mitchell Stokes
2013-08-20patch [#36503] BGE Python - Radar and Ray sensor wrong AXIS constants wrong ↵Campbell Barton
defined from Jorge Bernal (lordloki)
2013-08-19Fix build with GE and WITH_CXX_GUARDEDALLOC enabled…Bastien Montagne
2013-08-19style cleanup: indent/whitespaceCampbell Barton
2013-08-18Fix a few compiler warnings reported by clang.Brecht Van Lommel
2013-08-17BGE: Adding partial support for LibLoaded lights with GLSL materials.Mitchell Stokes
Any GLSL materials loaded after lights are LibLoaded will now use the lights in heir shaders. This includes materials loaded from the same scene as the LibLoaded lights. We could later add a new flag to LibLoad to recompile all existing shaders, but this commit should offer a lot more flexibility as is.
2013-08-17BGE: Flipping vsync constants so VSYNC_ON is 0.Mitchell Stokes
This will make transitions from older versions of Blender easier since VSYNC_ON will be the default. This could have been changed in a do_version, but the vsync code has yet to see an official release, so I figured this would be a bit nicer. Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-15BGE: Finally adding support for additive layer blending.Mitchell Stokes
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-15Adding a new state for sound handles in audaspace: stopped.Joerg Mueller
Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state. This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly. Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
2013-08-14BGE Dome: bugfix - Warp Mesh not workingDalai Felinto
Fix: to swap the drawing order for the warp mesh polygon The code was drawing CW instead of CCW. It would work in some cases where the drawing flags would allow for the back faces to be visible. More specifically the alternative fix were: glDisable ( GL_CULL_FACE ); glFrontFace( GL_CW ); Bug originally reported in the small_planetarium mailing list. This bug fix was a comissioned job by a group who prefer not to be credited. Thanks regardless.
2013-08-13BGE: Updating the bge.logic.expandPath() documentation to better reflect its ↵Mitchell Stokes
current behavior.
2013-08-13BGE: Adding a GPU Latency profile category to represent the CPU time spent ↵Mitchell Stokes
waiting on the graphics card.
2013-08-10As requested by Mitchell Stokes, reverting r58837 as it is causing some ↵Daniel Stokes
problems with the embedded game engine's python execution.
2013-08-07Adding a fov attribute to KX_Camera. This attribute converts the field of ↵Daniel Stokes
view value and uses it to set lens.
2013-08-07BGE Fix [#33215] KX_MeshProxy.transformUV() argument ValueErrorDaniel Stokes
2013-08-04fix memory leak in KX_ObstacleSimulationCampbell Barton
2013-08-04fix read outside buffer range KX_ObstacleSimulationTOI_rays::sampleRVO,Campbell Barton
Was using 3d vectors for 2d operations, passing float[2] to args that use MT_Vector3 was reading the 3rd value of a 2d array
2013-08-04KX_ObstacleSimulation: replace inline math functions with BLI_math functionsCampbell Barton
2013-08-04code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making ↵Campbell Barton
a hash from the object name.
2013-08-04avoid freeing NULL pointer for navmesh BuildVertIndArrays and dont truncate ↵Campbell Barton
memset arg.
2013-08-04avoid runtime overflow (1 << 31), for RNA and armature layer UI.Campbell Barton
2013-08-04code cleanup: remove unused define, correct header guard mismatch, add NULL ↵Campbell Barton
check so DM_to_mesh() can have a NULL object passed (currently not used) and remove redundant NULL check.
2013-08-03BGE: Removing some unreachable and unused code in BL_ActionManager.cpp.Mitchell Stokes
2013-08-03BGE: Fixing a memory leak with PyType_Ready_ADD.Mitchell Stokes
2013-07-30BGE: Adding vsync control. Users can enable vsync, disable vsync, or use ↵Mitchell Stokes
adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
2013-07-30BGE: Adding bge.physics as another alias for the PhysicsConstraints module.Mitchell Stokes
2013-07-24BGE Fix [#29575] Object not drawn in game engineDaniel Stokes
Implementing a GetBlenderImage for KX_BlenderMaterial so that modifiers draw correctly in multitexture mode. The preexisting limitation of 1 texture per material on objects with modifiers in multitexture mode still exists.
2013-07-21code cleanup: add break statements in switch ()'s, (even at the last case).Campbell Barton
2013-07-20edit to r58425, BLI_math is available here, better not copy,paste from ↵Campbell Barton
linearrgb_to_srgb. also remove redundant check in AUD_FFMPEGReader::seek.
2013-07-20* Compile fix for overloaded pow() function. Thomas Dinges
2013-07-20BGE fix [#35563] Object colour setting for objects and fonts not using ↵Daniel Stokes
colour management like materials
2013-07-20Merged changes from trunk r58324-58419.ge_devMitchell Stokes
2013-07-19Fix some definitions for MinGW64Antony Riakiotakis
2013-07-17Merging changes from trunk r58091-58323.Mitchell Stokes
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-07-10BGE: Adding animation culling. Armature objects will only have their poses ↵Mitchell Stokes
updated if their children meshes have not already been culled. Regular object animations will always be updated since they are cheap.
2013-07-10BGE: Committing patch #32422 "Debug properties for added objects" by HG1.Mitchell Stokes
This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
2013-07-09BGE cleanup: actually remove KX_PhysicsPropertiesobsolete.h from the ↵Mitchell Stokes
CMakeLists.txt instead of just commenting it out.
2013-07-09BGE cleanup: removing an unused KX_PhysicsPropertiesobsolute.h file.Mitchell Stokes
2013-07-02remove nan copyrights from code added since blender become opensource (copy ↵Campbell Barton
paste errors), also remove BKE_script.h
2013-07-02add missing gpl headersCampbell Barton
2013-06-27fix [#35884] evil bge.types.BL_Shader.setUniformMatrix3()Campbell Barton
2013-06-26correct typos in comments.Campbell Barton
2013-06-24BGE: Fix for [#30450] "F-Curve on bone not working" reported by HG1.Mitchell Stokes
Run IPOs for all objects and not just non-armature objects.
2013-06-24BGE: Fix for [#35737] "Action actuator in property mode don't work with ↵Mitchell Stokes
values lower then 1" reported by HG1. IPOs were only set as "initialized" if the current time was greater than 0.0, which is why negative values weren't working.
2013-06-20BGE: Fix for [#34781] "bge.texture.ImageRender does not show Font object" ↵Mitchell Stokes
reported by Monster. This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
2013-06-20BGE: Fix for [#35479] "OSKEY (Command Key on Mac) not working" reported by ↵Mitchell Stokes
Mike Pan (mpan3). The OSKEY was never added to the game engine, so it didn't recognize it.
2013-06-18BGE: Fix for [#32218] "logic.addScene() Not Adding Scenes in Order" reported ↵Mitchell Stokes
by Josiah Lane (solarlune). Adding scenes now uses a vector instead of a set to maintain order. This fix is partly based off of patch #32297 by Pavel Sadikov (sigmat).