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2007-11-05Tweaks I needed to get blender compiling on my new macbook running leopard.Kent Mein
Kent
2007-11-04GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists.Hamed Zaghaghi
2007-10-29GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists.Hamed Zaghaghi
2007-10-232d-Filters feature and actuators.Hamed Zaghaghi
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!
2007-09-29GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.Mal Duffin
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully. It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ). I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed. It's great to have another GE coder on the team!
2007-09-18Fix insert_vert_icu, missing the new "fast" argument.Diego Borghetti
2007-09-17Updated calls to insert_vert_ipo to beKent Mein
insert_vert_icu since insert_vert_ipo no longer exists. Kent
2007-08-28This commit fixes up a bunch of svn properties to hopefully make things a ↵Kent Mein
little nicer for everyone. Patch provied by gsrb3d bug tracker #7061 Kent
2007-08-07This should fix up saving a blender runtime.Kent Mein
If you look at the log, the last change to this file I was trying to fix game engine bug #6667. In so doing I added a print usage if you do not pass any arguments to the gameplayer. Things should work better now. Kent
2007-07-29Forgot to commit file in the game engine.Brecht Van Lommel
2007-07-19was missing headerCampbell Barton
2007-07-19removing duplicate constantsCampbell Barton
2007-07-16bugfixes for generic (experimental) Bullet rigidbody constraint: use ↵Erwin Coumans
cone-twist instead (needs a few more minor fixes) Note: Visual Studio projectfiles and other buildsystems need to add extern/bullet2/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp to the project!
2007-07-06//someone reversed axle direction conventions inside Bullet (axle winding), ↵Erwin Coumans
so need to compensate to keep game blender vehicles working the same.
2007-06-27This is a fix for game engine bug #6667Kent Mein
http://projects.blender.org/tracker/index.php?func=detail&aid=6667&group_id=9&atid=306 I moved some of the X11 initation code down a little bit so that if you run gameplayer with no args or gameplayer -h it will not crash even if you do not have X11 present. (All it does is print usage) Kent
2007-06-26This is patch #6825 (The patch missed a couple of them butKent Mein
this should get it all. recurse was spelled resurse in a couple of places. Kent
2007-06-23upgrade to latest Bullet 2.53. cross the fingers it doesn't break one of the ↵Erwin Coumans
exotic or less exotic platforms
2007-06-23preparation to upgrade to Bullet 2.53Erwin Coumans
2007-06-23bugfix: adding static objects will 'replace' previously added static object ↵Erwin Coumans
in game engine. need to use new motion state.
2007-06-01Applied patch [#5795] Parent to bone - Supplied by Monster.Charlie Carley
2007-05-29Test commit...Charlie Carley
2007-05-20Fix provided by Mal:Ton Roosendaal
- 3D Window, textured drawmode shows lighted again for non-textured faces - Engine: faces show lighted again when 3d windows was Solid draw mode Example: http://www.candointeractive.com/blender/BlenderViewport.jpg
2007-05-20post release update of the scons build system for os x powerpcJean-Luc Peurière
assume os x 10.4 as defaut
2007-05-07two minor changes, hopefully before release:Erwin Coumans
- reset randseed, which should make simulations more predictable - re-activate substeps (for more accurate simulations)
2007-04-29dont use tface hide or select anymore, since maintaining 2 sets of ↵Campbell Barton
hide/select data for each face is annoying. using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-04* spelling commit by ideasman did accidental rename of one var, but not ↵Nathan Letwory
properly :)
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-03-27This commit does a couple of things to the Makefiles.Kent Mein
The first is it adds libIlmThread.a to the OpenEXR libs. The second thing it does, is make it possible to define what TARGETS you want to build inside of your user-def.mk file. This simplifies source/Makefile quite a bit. I made each platform have the same defaults (build dynamic blender, gameengine and gameplayer) I think most platforms should be building this combo anyway and if you need to change it its trivial so no need to have different defaults for each platform. The new defines are as follows with their default settings in: source/nan_definitions.mk export WITH_BF_DYNAMICOPENGL ?= true export WITH_BF_STATICOPENGL ?= false export WITH_BF_GAMEENGINE ?= true export WITH_BF_GAMEPLAYER ?= true export WITH_BF_WEBPLUGIN ?= false Let me know if you have any problems with it. Kent
2007-03-26Applied patch #5247 by scabootssca. This adds an instant replace mesh feature.Charlie Carley
2007-03-23Applied patch #6102 submitted by MalCharlie Carley
2007-03-08Added a guard to prevent more than one texture to be generated per image.Charlie Carley
2007-02-20Patch provided by Carsten,Kent Mein
KX_RaySensor::Evaluate returns false when hit was detected and it was already marked as hit. (no change in state) Kent
2007-02-19Finally commit a workaround for the Python>2.3 and FreeBSD>5.0 problem.Hans Lambermont
See http://projects.blender.org/pipermail/bf-committers/2005-April/010506.html and projects.blender.org/pipermail/bf-committers/2006-December/017035.html A workaround was proposed by Kester Maddock http://projects.blender.org/pipermail/bf-committers/2005-April/010510.html and recently again, independently by Andreas Kasparz (no URL, private email) See also http://svn.python.org/projects/python/tags/r24c1/Include/pyport.h, starting line 430 : "On 4.4BSD-descendants, ctype functions serves the whole range of wchar_t character set rather than single byte code points only. This characteristic can break some operations of string object..."
2007-02-05Left out the case where MTFace can be null.Charlie Carley
2007-02-05Bug fix for TF_BMFONT faces. Colors on the material were backwards when ↵Charlie Carley
rendered.
2007-02-011). Fix for cube maps in the player.Charlie Carley
ImBuf pointer was being overridden causing the ibuf->rect to be zero. 2). Added vertex attributes for tangents in in vertex arrays. This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little weary about enabling them right now.
2007-01-23Two errors caused by previous commit;Charlie Carley
One related to extension handling on Linux, the other is a fix for compiling with Irix and STL
2007-01-21Klockwork (http://www.klocwork.com) report; game engine fixes, related to ↵Charlie Carley
'Use Blender Materials' /source/gameengine/Ketsji/BL_Material.cpp;16;18;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;293;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;314;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;341;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;1264;40;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;1194;40;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;916;30;Critical;1; /source/gameengine/Ketsji/KX_BlenderMaterial.cpp;257;24;Critical;1; /source/gameengine/Ketsji/KX_BlenderMaterial.cpp;262;24;Critical;1; /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp;195;24;Error;3; /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp;1209;16;Critical;1;
2007-01-21bugfix for an incompatibility with ipo actuator in play mode, thanks Malachy ↵Erwin Coumans
for the fix.
2007-01-19fix crash in constraint conversion, fix reference frame transformations for ↵Erwin Coumans
generic 6dof constraint
2007-01-13Add a break, to get the bumpmap demo running again!Charlie Carley
2007-01-13First commit! Small bug fix for cube map crashing in the player.Charlie Carley
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
2007-01-10Bugfix from Malachy, for some IPO logic brick changes.Erwin Coumans
2007-01-08= game engine fixes=Tom Musgrove
two fixes to the GE by Charlie
2007-01-07fixes in rigidbody constraints rigidbody -> IPO baking:Erwin Coumans
copy system with rigidbody constraint will link new constraints to new objects (instead of old) fps from blender will be used when baking (left shift/ctrl/alt + P)
2007-01-07patch by Charlie, related to recent changes of multi-uv/lightmap generation. ↵Erwin Coumans
This fix makes it possible to use lightmaps in the game engine.
2007-01-072 bugfixes by Malachy, related to message sensor / ipo actuator firing wronglyErwin Coumans
2007-01-05fix, static objects were not dynamically added at the right position.Erwin Coumans
2006-12-27normalize hitnormalErwin Coumans