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
2013-06-24BGE: 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 [#34185] "billboard scale problem in groups" reported by Tobias ↵Mitchell Stokes
Lijsen (blenderhilfe). Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
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.
2013-06-24BGE: fix [#35811] Blenderplayer crash on closing if file saved with an ↵Daniel Stokes
actual version. Making sure free_nodesystem() is called before BLO_blendfiledata_free() fixes the problem. free_nodesystem() relies on blendfiledata.
2013-06-22Minor code cleanup in 'source/gameengine/GamePlayer/ghost/GPG_Application.cpp'.Inês Almeida
Removed a function call with no effect and merged two other lines for legibility. This commit was reviewed by Moguri.
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.
2013-06-22BGE: Fix for [#35815] "makeScreenshot() relative path not working in ↵Mitchell Stokes
Blenderplayer" reported by HG1. Someone forgot to add relative path expansion (BLI_path_abs) to the Blenderplayer...
2013-06-21Code cleanup: fix some vs2012 compiler warningsBrecht Van Lommel
2013-06-21BGE: fix [#32775] LibFree crashingDaniel Stokes
Used the engine's RemoveScene (which ultimately calls the converter's RemoveScene) instead of the converter's RemoveScene when the converter free a blend file. This handles the scene removal in a safer fashion and solves the crash described in part 2 of the bug report. Part 1 no longer appears to cause a crash.
2013-06-21BGE: Fix for [#33163] "Text Font Bug" reported and fixed by HG1.Mitchell Stokes
The embedded player was calling glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) before rendering font objects, but someone forgot to add this to the Blenderplayer.
2013-06-20BGE: fix [#35447] LibLoad Meshes and Scenes causes crash of blenderDaniel Stokes
KX_BlenderSceneConverter's destructor freed the contents of several std::vectors without removing those contents from the vectors. Later these vectors are iterated through. Making sure the vectors get cleared solves this problem.
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).
2013-06-17BGE: Fixing the python profiling information so that ↵Mitchell Stokes
bge.logic.getProfileInfo() returns information even if Show Framerate and Profile is not enabled.
2013-06-14BGE: Fixing a bug that caused KX_GameObject.localTransform to give incorrect ↵Mitchell Stokes
results.
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
2013-05-29Grr, forgot this in r57127... Bastien Montagne
BF_PYTHON_INC can contain more than one path (in the mono-string format), don't know how this could not be found earlier, completely broke build of GE on any recent Debian/Ubuntu distro???
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.
2013-05-28code cleanup: comment/remove unused definesCampbell Barton
2013-05-27Fix #35480: object without material crash blender when starting game engineSergey Sharybin
Was a missing NULL-pointer check. No idea why it took so long to figure issue out -- apparently there was no crash in linux for me and msvc didn't show any backtrace :S Also corrected weirdo way of bit flag check which was: !ma->mode & MA_FACETEXTURE better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
2013-05-26BLI_math rename functions:Campbell Barton
- mult_m4_m4m4 -> mul_m4_m4m4 - mult_m3_m3m4 -> mul_m3_m3m4 these temporary names were used to avoid problems when argument order was switched.
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-05-19BGE: Applying patch [#35416] "Missing python properties on ActionActuator: ↵Mitchell Stokes
layer, layerWeight" from Florian Bantner (scheintodx).
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.
2013-05-14Patch [#35234]:Jürgen Herrmann
Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8. Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
2013-05-13Fix #35329: action actuator crash with replacemesh, pointers got outdated.Brecht Van Lommel
No need to cache this, creating it is quick.
2013-05-12Image paint: 2D painting now supports texture masks and does masking moreBrecht Van Lommel
consistent with projection painting. Also did some refactoring of this code, moving the brush image creation code out of brush.c and making it consistent with image updating code.
2013-05-11BGE: Fix for [#34044] "Objects with no material don't have their "face ↵Mitchell Stokes
image" always working on bge" reported by Dalai Felinto (dfelinto). NULL materials are no longer cached.
2013-05-11BGE: Fix for [#34631] "Textures bad in game mode" reported by pablo aaa ↵Mitchell Stokes
(p9ablo). Disabling caching if materials have Face Textures enabled.
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.
2013-05-10BGE: 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.
2013-05-09bugfix: [#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 #35177: Press P Crashes Blender After Fracture of CubeSergey Sharybin
Root of the issue was fixed by Brecht in svn rev56441. This change only prevents crash of files created in blender before that fix, and also gives more useable information about what's wrong (apparently, assert here was doing nothing).
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)
2013-04-30More image painting fixes:Brecht Van Lommel
* 2D image painting support for masking to limit the max contribution of a stroke to a pixel, to get it working compatible with projection painting. Not strictly a bugfix, but the inconsistency here was annoying. * Fix python errors in Texture Mask panel in image editor, was missing overlay options. * Clamp paint mask to 0..1 in case some texture exceeds it, this could give black pixels due to integer overflow.
2013-04-27BGE: Small fix to allow clip alpha to work with alpha shadows.Mitchell Stokes
2013-04-25game engine: Use bullet's default contact processing thesholdSergej Reich
Blender's old default of 1 was too small here. Now we don't override the default. If it's really needed to use a smaller value here, the property should be first exposed in the ui, but don't think this is necessary. Fixes [#35076] Dynamic objects have periodic glitch in velocity when on an incline
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
2013-04-18Fix #34997: when starting the game engine in one window and switching to a ↵Brecht Van Lommel
second window, the game would stop drawing in the first and mess up the OpenGL state of the second. Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-18style cleanupCampbell Barton
2013-04-14BGE: Cleaning up BL_ShapeDeformer's use of Blender's Key. This also fixes a ↵Mitchell Stokes
bug with replicas (added objects) crashing when using shape keys.
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
2013-04-12code cleanup: warnings and style.Campbell Barton
2013-04-11code cleanup: unused vars, make other vars static.Campbell Barton
2013-04-08style cleanupCampbell Barton