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2008-05-28Merging revisions 14946-15020 of ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-25Apply BGE patch 11137: Render objects with negative scaling correctly (as in ↵Benoit Bolsee
Blender)
2008-05-25BGE patch: rename rayCastToEx() to rayCast() - better nameBenoit Bolsee
2008-05-24BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in ↵Benoit Bolsee
game script
2008-05-24fix BGE bug #8646: unusable anaglyph settingsBenoit Bolsee
The best rules for stereo rendering are now applied to Blender. Here is the new situation: 1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game. 2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. Notes: - If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras. - If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect. - If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-24Merging revisions 14838-14945 of ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-20replacing epydoc generation script with one copied from bpy docsCampbell Barton
2008-05-15Fix BGE bug #7532: TrackTo Actuator does not work correctly if it has a ↵Benoit Bolsee
Vertex Parent. This is only a partial fix: the user must put the parent vertex at the center of the parent object and disable the physics on the tracking object (use empty or collision free object).
2008-05-14svn merge -r 14810:14838 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-13last commit had a typo, also adjusted teh and colour instancesCampbell Barton
2008-05-12svn merge -r 14721:14810 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-11fix BGE bug #8668: Behavior of os.getcwd() is not consistent between ↵Benoit Bolsee
operating systems Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer. Fix the game actuator in the BlenderPlayer to work like in Blender: - try first to load the .blend from the current working directory - if not found, try to load from the startup .blend or runtime base directory
2008-05-08Fixing up the webplugin defines for the Makefiles.Kent Mein
Now you can do one of the following to disable it: export NAN_NO_PLUGIN=true export WITH_BF_WEBPLUGIN=false or export WITH_BF_WEBPLUGIN=true to enable building it. (Its set to false by default) Kent
2008-05-08Fix BGE bug #6054: Camera actuator crashes Blender. The crash occurs when ↵Benoit Bolsee
min,max << height (bad practice anyway).
2008-05-07svn merge -r 13452:14721 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-07BGE patch #10492 approved: getLinearVelocity() now can provide local ↵Benoit Bolsee
velocity as well. This patch is harmless and backward compatible; it can go safely into 2.46 release
2008-05-06Fixes Makefiles for mac_compat_glext.h by updating some include paths.Kent Mein
Kent
2008-05-05Fixed some indentation, I stumbled across (spaces vs tabs)Kent Mein
and also removed return 0 from a void stub. Kent
2008-05-05Fix BGE bug in patch #8724 (memory optimization): serious problem with alpha ↵Benoit Bolsee
texture when Use Blender Material is active and several objects have same texture. This bug messes up greatly with OpenGL texture. The GE is not usable without this fix.
2008-05-04missed out on some BLI_convertstringcode's, also found that playing relative ↵Campbell Barton
quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
2008-05-04More compiler fixes for BLI_convertstringcode callsKen Hughes
2008-05-04More compiler fixes for BLI_convertstringcode callsJoshua Leung
2008-05-02BGE bug fix: set parent actuator change the orientation of objectBenoit Bolsee
2008-05-02Partially revert BGE bug fix #8863: don't send keyboard sensor positive ↵Benoit Bolsee
pulse on level, this would badly interfere with keyboard sensors controlling set scene/restart scene actuators. Only send negative pulse on level to stop actuators after scene suspend
2008-05-02Fix BGE bug #8863: Keyboard Sensor does not send negative pulse if key ↵Benoit Bolsee
released while scene suspended. The fix covers keyboard and mouse sensor
2008-05-01Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during ↵Benoit Bolsee
the game.
2008-05-01Complement to bug fix #8869: crash with alpha meshBenoit Bolsee
2008-04-30fix BGE bug #8869: Added objects are not lit correctlyBenoit Bolsee
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-29getting ARB shaders working again in GE.Jean-Luc Peurière
This is is a kludge, and only to get a release working. later solution is to use glew
2008-04-27Update MSVC project files to support ffmpeg. Make sure you do svn update in ↵Benoit Bolsee
lib/windows to link with latest ffmpeg libraries
2008-04-27BGE bug: crash when an object being tracked-to is deleted (bad practice ↵Benoit Bolsee
anyway). Fix by creating a generic cross reference between actuators (only TrackTo uses it at the moment) and objects so that the actuator is informed when the target object is deleted
2008-04-25BGE bug: fix a crash at game exit caused by inconsistent controller map ↵Benoit Bolsee
after object deletion. The bug became apparent since the memory leaks have been fixed.
2008-04-24Better fix for BGE bug #7892: dRot is reversed on dynamic objects. Make ↵Benoit Bolsee
sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
2008-04-21second attempt to fix compilation problem with 2D shaders on systems without ↵Benoit Bolsee
GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code
2008-04-20BGE bug fix: crash at exit when object with Radar/Near sensor has debug ↵Benoit Bolsee
properties
2008-04-20fix BGE bug #8094: Collision sensor on child object makes the object rotate ↵Benoit Bolsee
or move very fast. Collision sensor can now be set on child object without side effect.
2008-04-19BGE: fix compilation error with 2D filters on System without GL extenstion: ↵Benoit Bolsee
add conditional compile statements
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16BGE: Fix restitution: object will now bounce according to material ↵Benoit Bolsee
restitution setting
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent
2008-04-16replace magic numbers with constants for (G.vd->persp), view naming was also ↵Campbell Barton
using persp as a flag which worked but isnt correct.
2008-04-15BGE fix: keep reference count consist on source object when replicating ↵Benoit Bolsee
property copy actuator
2008-04-15fix BGE bug #8309: After Parent Object added to the visual layer, Child ↵Benoit Bolsee
Camera won't follow. This bug fix is made of two parts: 1) It's now possible to dynamically add a camera. 2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera. This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
2008-04-13fix BGE bug #8880: blenderplayer closing when esc is pressed Benoit Bolsee
ESC now quits the game by default in all modes unless a keyboard sensor is set on ESC. In this case, the game designer must arrange for an alternative way to quit the game.
2008-04-12fix BGE patch #7892: dRot motion is reversed on non-dynamic objectsBenoit Bolsee
Positive dRot motion actuator will now make the dynamic and non-dynamic objects rotate counter-clock wise.
2008-04-11fix BGE bug #8813: new rayCastTo() function hits near sensor collision boxBenoit Bolsee
2008-04-07add KX_GameObject::rayCastTo() PyDocBenoit Bolsee
2008-04-06Removed my own patch #8208: export SCA_ISensor::Evaluate() to Python. It was ↵Benoit Bolsee
only useful for the ray sensor and the new rayCastTo() function provides better functionality
2008-04-06Commit patch #8799: Realtime SetParent function in the BGEBenoit Bolsee
This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc. The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time. The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
2008-04-06Patch #8740: enable negative axis radar sensorBenoit Bolsee