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2012-05-09Fix #31366: check to enable opengl quadbuffer stereo was wrong, causing it toBrecht Van Lommel
not work and making other stereo modes not work when the graphics card did not support quadbuffer stereo.
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_ naming, also make bpy.data.images.load() always load a ↵Campbell Barton
new image. (not use existing one)
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-03Fix #31273: videotexture ImageRender not working in blenderplayer.Brecht Van Lommel
2012-05-02style cleanup: whitespace, bracesCampbell Barton
2012-05-01style cleanup: guys - set your editors to tabs!Campbell Barton
2012-05-01Merging phase 1 of the BGE Harmony branch:Daniel Stokes
* Shadow color now usable in the BGE * Simplified the shadow panel while "Blender Game" renderer is active * Added variance shadow maps for the BGE * Buffered shadows on sun lamps in the BGE (orthographic) * Light textures in the BGE
2012-04-30code cleanup: header cleanupCampbell Barton
2012-04-29Fix for [#31166] 2.63 applyRotation() makes Dynamic and Rigid object spin ↵Mitchell Stokes
very fast This bug was caused by r45902. CcdPhysicsController::RelativeRotate() was reading 2 values past the input because it was actually being passed a float[12] when it asked for a float[9] by KX_BulletPhysicsController::RelativeRotate(). Now KX_BulletPhysicsController::RelativeRotate() passes in a float[9] like it should have done to begin with.
2012-04-29style cleanup: function calls & whitespace.Campbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-29compile fixes:Nathan Letwory
* near and far var names confused mingw64, renamed * mingw defines a macro named DrawText, confusing the DrawText function usage from KX_FontObject.
2012-04-29Also updating CMakeLists.txt.Joerg Mueller
2012-04-29fix pthread path for windows buildsNathan Letwory
2012-04-29Fix for windows compile.Joerg Mueller
2012-04-24revert 45924, not a very clean solution, especially for external libraries ↵Antony Riakiotakis
and looks like -fpermissive is used in linux too
2012-04-24Remove mingw-w64 errors from loss of precision by converting 64bit pointers ↵Antony Riakiotakis
to ints. All cases found were harmless and the error behaviour could be turned off by the -fpermissive flag but I'd rather keep that off to detect any real problems should they arise.
2012-04-24Add libMV and Scons support for MinGW-w64, patches by Caleb Joseph with ↵Antony Riakiotakis
slight modifications. Thanks!
2012-04-24fix for CcdPhysicsController::RelativeRotate reading 2 values past the input.Campbell Barton
note: this function isn't used but may as well fix.
2012-04-24First MinGW-w64 support for cmake has been added. To test I recommend this ↵Antony Riakiotakis
build: http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them. This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64. Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup). Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW. The wiki docs have also updated. Happy testing!
2012-04-23code cleanup: remove unused definesCampbell Barton
2012-04-22Missed this file in my last commit.Mitchell Stokes
2012-04-22Fix for bug #30219: "Obstacle Simulation of Steering Actuator does not work ↵Mitchell Stokes
with added objects" The steering actuator was filling its m_obstacle member when it was created (i.e., conversion time), which meant it had the wrong pointer after the actuator was replicated. Now m_obstacle is reassigned when the actuator is replicated.
2012-04-21fix [#31045]Campbell Barton
the blender game engine could reference a freed texface or mcolor array.
2012-04-21style cleanupCampbell Barton
2012-04-19Fix #31016: rigid body joint constraint in game engine did not respect ↵Brecht Van Lommel
constraint enable/disable option.
2012-04-16Fix #30720: Creating Navmesh crashes blenderSergey Sharybin
In fact there were several issues fixed (all of them regressions since bmesh merge): - Creating navmesh crashed because creating new faces for mesh was trying to set default values for all customdata layers in this face. This requires memory pool created for this datablock. Usually this pool is creating on creating datablock if there're some elements to be stored in this block. In cases of regular primitive creating it wasn't an issue because they doesn't create customdata layers, they only creates geometry. Navigation mesh creates geometry and customdata layers (CD_RECAST layer) which used to confuse a bit custom data functions. Solved by ensuring there's memory pool created for polygons datablock after adding new custom data layer. Most probably it's better to be resolved on CD level (like smarter track on changed amount of stored data and so) but prefer not to make such global changes so close to the release. - Toggling edit mode lead to loosing recast datalayer. Solved by adding recast layer to bmesh mask so it'll be copied to/from edit mesh. - Some part of code assumed raycast layer is in face datablock, some that it's in polygon datablock. Made it to be in polygons datablock. Kind of temporary solution to make navmesh working, probably it'll fail if one will want to edit navmesh by hand after it was generated. Proper way would be to ensure the whole navmesh things are using ngons.
2012-04-15BGE bug #30555: crash in Replace Mesh when physics shape is triangle mesh ↵Benoit Bolsee
and new mesh has no collision faces. The fix consists in keeping the previous physics shape, which is not quite correct, but the situation is unusual anyway.
2012-04-12code cleanup: remove unused var for windows and style edit (remove spaces ↵Campbell Barton
between 'var[num]')
2012-04-11Game engine: pass string length to BLI_str_cursor_step_prev_utf8 rather than ↵Sergey Sharybin
NULL That's what this function expect (but somehow does not use) and it gave compilation error when using gcc-4.6.3 from debian linux.
2012-04-11code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)Campbell Barton
2012-04-10fix [#30839] Blender crashes while open/close a scene and deletes .blend-fileCampbell Barton
2012-04-09Game Engine:Thomas Dinges
* Scons compile fix for svn 45479.
2012-04-09bugfix [#30760] edit text property bugDalai Felinto
backspace was messing up with utf8 text. hijacking Blender utf8 functions tested in CMake but I think scons should work too. No idea about pure 'make' Happy Easter ;)
2012-04-09Warning Fixes - const correctness in unicode encoding, unused variables in ↵Jason Wilkins
blenlib, and some type conversions This is from a patch that is in the tracker, but it leaves out a fix of BLI_gzopen which needs more work.
2012-04-06code cleanup: header cleanup, remove commented workaround for mingw since ↵Campbell Barton
its no longer needed.
2012-04-06spherical panoramic fixDalai Felinto
note: this was never correct and not a single soul bothered noticing that. not really a surprise, this mode is more for debug than for anything else. to test go to (game engine) Render -> Dome Mode -> Spherical Panorama thanks to Aldo Zang to help me spotting the problem.
2012-04-05This fixes BGE bugs #30484 (Frame rate increases very high after game engine ↵Mitchell Stokes
start with record animation enabled) and #29449 (Record Animation runs 1000+ fps on Mac OSX 10.6.8 64bit). The problem was, recording animation was forcing "fixed time", which always advances the engine one frame instead of advancing based on time passed. This means that "fixed time" runs at full speed. Now fixed time is disabled when recording animation.
2012-04-04Yet another windef.h compile fix for MinGW for game engine/video textures ↵Antony Riakiotakis
with ffmpeg. Looks like there is some redefinition of LONG , DWORD etc. Changing the order of inclusion resolves the issue.
2012-04-04fix for building on linux with gcc4.7, an error was caused by undefining ↵Campbell Barton
__cplusplus, so as to work with mingw4.4 this was added in r23608 so hopefully we can get buy now without it - or only undefine this in mingw if the problem still exists (cant test now).
2012-03-31move debug flag into its own global var (G.debug), split up debug options.Campbell Barton
--debug --debug-ffmpeg --debug-python --debug-events --debug-wm This makes debug output easier to read - event debug prints would flood output too much before. For convenience: --debug-all turns all debug flags on (works as --debug did before). also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-29BGE: This fixes a problem where lamps in inactive layers were rendering ↵Mitchell Stokes
shadows buffers that never got used, which was a huge performance sink.
2012-03-29Windows Blenderplayer: The console now closes when the Blenderplayer ↵Mitchell Stokes
launches (like it does with Blender). To get it back, use the -c flag, which is finally working as described: "-c: keep console window open"
2012-03-28Fix #30702: game engine softbody weld threshold was exposed in UI, but actuallyBrecht Van Lommel
disabled in code because it doesn't work well, so hide the property from the UI.
2012-03-28style cleanupCampbell Barton
2012-03-27quiet some warnings for gcc 4.7Campbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-24style cleanup: pep8, indentationCampbell Barton