Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-07-02add missing gpl headersCampbell Barton
2013-06-26correct typos in comments.Campbell Barton
2013-06-22BGE bugfix/patch "[#26075] game anaglyph colors are inverted" by Juha ↵Dalai Felinto
Maki-Kanto (kanttori) Later I will try to find when this bug was introduced. But it's definitively broken in trunk.
2013-05-30remove redundant includes from cmake and scons.Campbell Barton
2013-05-30split bge includes for scons onto their own lines (for easier merging)Campbell Barton
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-05-10BGE: Fix for [#34382] "Vertex position doesn't update when set through ↵Mitchell Stokes
Python and "Cast Buffer Shadows" is disabled" reported by V.R. (rolle). The BucketManager was assuming that all modified meshes were rendered when a render pass completed. However, materials that did not cast buffer shadows did not render during the shadow rendering step, and thus were never updated.
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)
2013-04-19BGE: Extend Framing Mode + Camera sensorDalai Felinto
If the "Framing" mode is set to extend, the camera frustrum changes when you resizes the blenderplayer window. Before this patch, there were no way to control which part of the framing you want to extend (vertical, horizontal or arbritary). Now: If the camera sensor fit is set to HORIZONTAL, the horizontal field of view doesn't change. If set to VERTICAL, the vertical fov doesn't change. If set to AUTO the old behaviour takes place, arbitrarly showing more of the horizontal or vertical field of view depending on the aspect ratio of the window. Test file: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/gameengine/framing_extend.blend Bugfix supported by NF-UBC Nereus Program as part of the development of OceanViz/NereusViz
2013-04-18style cleanupCampbell Barton
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.
2013-04-05BGE: Cleaning up the VBO code to use RAS_TexVert more directly instead of ↵Mitchell Stokes
copying out pieces. This also gets rid of MapBuffers, which isn't available in OpenGL ES. Scenes that require constant VBO updates (like my skeletal mesh stress test) are now 10~13% faster.
2013-04-05code cleanup: bge warningsCampbell Barton
2013-03-29style cleanupCampbell Barton
2013-03-23BGE: getting rid of a few maybe-uninitialized warnings.Mitchell Stokes
2013-03-18style cleanupCampbell Barton
2013-03-04bge bugfix: [#34517] 2D Filter causes mouselook script drifting effect ↵Dalai Felinto
(patch by Daniel Stokes - Kupoman) Fix for 2.66a ""We can't pass the results of canvas->GetViewPort() directly because canvas->SetViewPort() does some extra math"" Bug introduced during 2.65 series in the refactor to use canvas->SetViewPort instead of direct opengl calls for viewport (53305, 53392, 53393)
2013-03-04BGE bug-fix[#34523] 2dfilter produces render error (objects disappear) - ↵Dalai Felinto
likely an alpha problem Fix for 2.66a With help from Daniel Stokes and Mitchell Stokes. This bug always existed in OSX, but started showing up in Windows and Linux on review (54745 + 54747) [the patch to enable alpha buffer for all OSs] A better fix would be to use RAS_IRasterizer::SetAlphaBlend(GPU_BLEND_SOLID); but I think gpu_verify_alpha_blend() is not switching to SOLID because GTS.alphablend is GPU_BLEND_SOLID (even though GL_ALPHA_TEST is enabled). Anyways, this is not something worth tackling now, since in terms of functionality it shouldn't matter.
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.
2013-02-25Check if the variable is a string and split nicely, so compile command stays ↵Nathan Letwory
intact with proper include options.
2013-02-23fix for error using uninitialized draw mode with 'm_failsafe_storage' in the ↵Campbell Barton
BGE.
2013-02-23add include for scons.Campbell Barton
2013-02-23code cleanup: bge - was converting float[] to MT_Vector's just to compare. ↵Campbell Barton
use BLI_math instead.
2013-02-11style cleanup: also some typosCampbell Barton
2013-02-10BGE: Make sure we are writting to the depth buffer when rendering alpha ↵Mitchell Stokes
polygons for shadows. Otherwise alpha shadows won't work\!
2013-02-02style cleanup: comment formatCampbell Barton
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)
2013-01-13BGE: 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.
2013-01-04code cleanup: warningsCampbell Barton
2012-12-29BGE: An off-by-one error when setting up the viewport for 2D filters caused ↵Mitchell Stokes
a blurring effect when using 2D filters. This is now fixed.
2012-12-29BGE: Fix for [#33685] "2D Filters Partially Offset" reported by Josiah Lane ↵Mitchell Stokes
(solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.
2012-12-25BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing ↵Mitchell Stokes
the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
2012-12-24BGE: Use canvas->SetViewPort() instead of glViewport() in the 2D filter.Mitchell Stokes
2012-12-20style cleanupCampbell Barton
2012-12-19code cleanup: warningsCampbell Barton
2012-12-19fix for typo in r53145Campbell Barton
2012-12-19BGE: Some as of yet unmerged work I did in the Swiss branch. These changes ↵Mitchell Stokes
include: * Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-14buildsystem cleanup: remove duplicate source & includes for scons,Campbell Barton
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-10add argument so recent bge function mesh.transform_uv() so you can ↵Campbell Barton
optionally transform between UV1 / UV2
2012-11-10add 2 new utility functions to the BGE mesh py api.Campbell Barton
mesh.transform(matid, matrix) mesh.transform_uv(matid, matrix, uv_index=-1)) much more efficient then looping over verts in python to transform them.
2012-11-09code cleanup: double promotion warnings, also allow cmake to build SDL ↵Campbell Barton
without audaspace.
2012-11-08code cleanup: unused defines & some formatting.Campbell Barton
2012-11-03style cleanup: tabs & whitespaceCampbell Barton
2012-10-30remove CD_POLYINDEX customdata layer:Campbell Barton
reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces. (CD_POLYINDEX and CD_ORIGINDEX). as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on the same derived mesh, and polygons only store the original index values.
2012-10-22style cleanupCampbell Barton
2012-10-22remove LOD_Decimator (c++ decimator), now replaced by bmesh decimator. also ↵Campbell Barton
remove CTR c++ classes that are no longer used.