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2013-05-15BGE: A little bit of cleanup:Mitchell Stokes
* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this. * Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed. * Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
2013-05-13Fix #35329: action actuator crash with replacemesh, pointers got outdated.Brecht Van Lommel
No need to cache this, creating it is quick.
2013-05-10BGE: Fix for [#35204] "New Alpha-Enabled Shadows Work Until UVs Change" ↵Mitchell Stokes
reported by Josiah Lane (solarlune). BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
2013-05-09bugfix: [#31757] setGLSLMaterialSetting has no effectDalai Felinto
original patch by me, with contribution from HG1 and Florian Völker bug introduced in rev. 40113
2013-05-03bge py api: raise an overflow exception when assigning a float to a bge ↵Campbell Barton
object which is out of the float range. also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
2013-05-02fix [#34609] mesh.getVertex doesn't work as spected with ↵Campbell Barton
poly.getMaterialIndex() and poly vertex indexes revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
2013-04-27BGE: Small fix to allow clip alpha to work with alpha shadows.Mitchell Stokes
2013-04-14BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() ↵Mitchell Stokes
and bge.render.getMipmapping().
2013-04-14BGE: Adding a render.setFullScreen() and a render.getFullScreen() to allow ↵Mitchell Stokes
fulscreening games via Python.
2013-04-12bge fix: framing mode "Expanded" not updated when resizing blenderplayerDalai Felinto
now, with a 'resize' routine for the engine we can/should also recreate some buffers that are created only at init time (e.g., 2d filters, dome fbos, ...). This bug was always present in Blender (since 2.49 at least). Bugfix supported by NF-UBC Nereus Program as part of the development of OceanViz/NereusViz
2013-04-11code cleanup: unused vars, make other vars static.Campbell Barton
2013-04-07Fix for [#34898] Typo in error message of mathutils.VectorThomas Dinges
* Also fixed some more cases of "more then" -> "more than".
2013-04-07BGE: KX_Camera.getScreenVect() was using glReadPixels to get a depth value, ↵Mitchell Stokes
which was causing a sync event between the gpu and cpu. glReadPixels was always returning 0, so I removed it and set depth to be a constant 0.
2013-04-05code cleanup: bge warningsCampbell Barton
2013-04-04Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" ↵Mitchell Stokes
reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-03-29style cleanupCampbell Barton
2013-03-28style cleanup: osl and NULL pointer use, also correct sequencer gap operator ↵Campbell Barton
id's
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-25code cleanup:Campbell Barton
- remove unused defines. - quiet some shadow warnings. - bevel, ifdef out some asserts that are too common. - style
2013-03-24fix for struct definition building with msvc2008 and some style cleanup.Campbell Barton
2013-03-23BGE: getting rid of a few maybe-uninitialized warnings.Mitchell Stokes
2013-03-23fix for BGE crash replicating a navmesh.Campbell Barton
2013-03-19BGE: Adding a getProfileInfo() function to bge.logic. This function returns ↵Mitchell Stokes
a Python dictionary with the same information as the on screen profiler.
2013-03-18style cleanupCampbell Barton
2013-03-17code cleanup: add 'const' to headers to quiet msvc warnings, also remove ↵Campbell Barton
(char *) casts that aren't needed now we're on Python3.3
2013-03-05code cleanup: also change BKE_blender.h BLENDER_VERSION_CHAR to 'a' so as ↵Campbell Barton
not to confuse things.
2013-03-05patch [#34103]Campbell Barton
from Lawrence D'Oliveiro (ldo) More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places - storage.c: make some variables only used in bli_builddir local to that - storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor - path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well - path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error - blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
2013-03-04code cleanup: unused vars in collada, preprocessor formatting & warning in ↵Campbell Barton
mingw. also compiling without bullet needed a stub added.
2013-03-02Fix #34483: game engine multi UV glsl materials not working correct after ↵Brecht Van Lommel
changes to support more than 2 UV maps. This code indirectly depended on the order of OpenGL attribute ID's assigned by the OpenGL driver being the same as the attributes being declared in the GLSL shader code, which is not always the case.
2013-02-27add PHY headers to cmake's ketsji (else some IDE's won't show)Campbell Barton
2013-02-27Fix various warnings with clang build, and adjust cmake clang warnings flagsBrecht Van Lommel
to include a few more that gcc is using too.
2013-02-25BGE: Fixing a crash reported by Ace Dragon on BA. It looks like ↵Mitchell Stokes
Object->totcol can give a number higher than the number of materials, so I've added some NULL checks.
2013-02-23code cleanup: confusingly written and named function for BGE materuial ↵Campbell Barton
conversion: getImageFromMaterial() --> getMTexFromMaterial()
2013-02-23BGE: Finally moving material IPOs to the 2.60 BGE animation system ↵Mitchell Stokes
(BL_Action). It was kind of a fluke that they worked before.
2013-02-23BGE: Object color channels can now be animated separately without zeroing ↵Mitchell Stokes
out the other channels. Problem reported by Dalai via IRC.
2013-02-23BGE: Second fix for #34330 "Action Actuator "caching" the previous ran ↵Mitchell Stokes
actions" reported by Dalai. Now the multiple layers should also be working. When doing fcurve/IPO animations, the controllers are cleared as soon as the action is done and must be setup again every time the action is played.
2013-02-23BGE: For BL_Action, use the object's scene rather than the "active" scene, ↵Mitchell Stokes
which can potentially cause problems with multiple scenes.
2013-02-23BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran ↵Mitchell Stokes
actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
2013-02-22BGE: Fix for bug #34349 "Character walkDirection ADD mode -#INF error" ↵Mitchell Stokes
reported by Angus Hollands (agoose77). If the walk directions canceled each other out, the actuator would try to normalize a zero vector, which caused the error.
2013-02-21BGE cleanup: Removing the PHY__Vector classes and replacing them with ↵Mitchell Stokes
MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
2013-02-11BGE: Fix for issue #32606 "Raycasts are locked to the scene of calling ↵Mitchell Stokes
object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene.
2013-02-08Fix part of #34083: crash trying to play surround .wav file in the game engineBrecht Van Lommel
on Windows, it still doesn't play but it doesn't crash at least.
2013-02-04style cleanupCampbell Barton
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-28BGE Profile : visual feedback bars and improvementsDalai Felinto
You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-23make bullet optional againCampbell Barton
2013-01-13bge track-to actuator: reverse the order of the cross product rather then ↵Campbell Barton
negating.
2013-01-13BGE: Fix from HG1 for bug [#32831] "TrackTo aktuator +X direction not ↵Mitchell Stokes
working correct" reported by HG1. Looks like a vector needed to be inverted for the +X calculation.
2013-01-13BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do ↵Mitchell Stokes
not work in the viewport nor do they work for Variance shadow maps.