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2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-11-10Math LibBrecht Van Lommel
* Pre-conversion commit removing old arithb.c code, this will not compile, next commit fixes that.
2009-11-10fix for own error in active bone commit, wasnt checking object type was an ↵Campbell Barton
armature also fix for warning with printf
2009-11-10use armature active bone as a pointer rather then a flag for each bone that ↵Campbell Barton
needs looking up. - rna vars arm.bones.active & rna.edit_bones.active - needed special undo support. - readfile.c loads. - duplicate and copy_armature support. - keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing. Note: it may be better to allow active/unselected as with objects.
2009-11-02how embarrassing!Campbell Barton
2009-10-30BGE patch #19751: Add game actuator like methods to GameLogic.Benoit Bolsee
2009-10-27- Right click menu can open links directly to API reference docs (rna and ↵Campbell Barton
operators) - Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc - Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings. - Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event) this calls a popup for invoke by default (which intern calls execute()) - Own recent commit to game framing applied to non-camera views too. - v3d->persp is deprecated but still used in some places. - Transforming strips could overlap 1 frame if moving them below frame 0 - Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
2009-10-27BGE: when letterbox is enabled use the camera framing as a clipping area ↵Campbell Barton
(good for avoiding the HUD showing outside the bounds), use the framing color too (from dalai and myself)
2009-10-27remove ARegion from the Canvas, use a RAS_Rect instead. (pair programming ↵Campbell Barton
with Dalai ;) )
2009-10-27added SetDisplayArea, GetDisplayArea was used in a confusing wayCampbell Barton
2009-10-22Shape KeysBrecht Van Lommel
Blended shape keys can now be displayed & edited in edit mode. This is much like showing an armature modifier in edit mode, and shape keys now are a applied as a virtual modifier (for mesh & lattice only, curve doesn't fit in the stack well due to tilt). The main thing missing still is being able to switch between the active shape key in edit mode, that's more complicated.. but the weights of other shapes can be edited while in edit mode. One thing to be careful about is that this does automatic crazyspace correction, which means that if you edit a shape key with a low value, the actual vertices will be moved to correct for that and actually move a (potentially much) longer distance. Also includes some UI tweaks, mainly placing some buttons horizontally since the vertical list was getting too long.
2009-10-22Shape KeysBrecht Van Lommel
Internal change to not apply the shape keys to the Mesh vertex coordinates, but rather use it as part of the derivedmesh/displist evaluation. This only has one practical advantage right now, which is that you can now make a linked duplicate and pin it's shape key to a different shape than the first object. Further, this makes shape keys correctly fit into the modifier stack design, which will help implement some other features later. Also it means the mesh vertex coordinates are now really the orco's.
2009-10-20Fixes to get Blender compile and run on PowerPC OSX 10.3, gcc 3.3Ton Roosendaal
(yes antique, but having 5 year old OS's work is very cool) In short: - include <cmath> after <math.h> fails - STL template issues (recursion, syntax)
2009-10-19Fix #19669 and other: triple buffer & icon texture drawing could causeBrecht Van Lommel
a system crash and other issues on ATI/Apple, due to a buggy driver (similar issues reported for other OpenGL applications). For now, work around it by not using non-power-of-two textures on this combination.
2009-10-02* due to the setup of headers in mingw 4.4.0, includes could mess up. Making ↵Nathan Letwory
sure that windows.h isn't included where it shouln't (outside of __cplusplus)
2009-09-30svn merge https://svn.blender.org/svnroot/bf-blender/branches/blender2.4 ↵Campbell Barton
-r23566:23567
2009-09-30- rather then passing the python namespace dictionary to the controller ↵Campbell Barton
function get the namespace from the converter. - renamed SetPythonDictionary() to SetPyNamespace() - remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-29remove ray sensors own logic manager (now stored in parent class) + other ↵Campbell Barton
minor changes.
2009-09-29Removed the termporary defines added to make the Game Engine compile. ↵Joshua Leung
Hopefully this fixes all of the cases which broke.
2009-09-28* Copy() -> Clone() (even though these hopefully will be obliterated from ↵Nathan Letwory
extern/ soon) * remove reference to docs SConscript * python dbg commit - somehow this one was left uncommitted when I was working on r23465 and r23464
2009-09-28Compile fix for GameEngineJoshua Leung
2009-09-27Sound:Joerg Mueller
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists * Adopted two property ranges * Changed the mixdown volume to set the device volume instead of the volume of every sound. I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
2009-09-25almost all event managers stored a pointer back to the logic manager, easier ↵Campbell Barton
if this pointer is in the base class - SCA_EventManager
2009-09-25WITH_CXX_GUARDEDALLOC was broken since BL_ArmatureObject become a PyObjectCampbell Barton
2009-09-25* some fixes to have scons/mingw compile the sources too, even with ↵Nathan Letwory
BF_DEBUG=1 and WITH_BF_GAMEENGINE=1
2009-09-25Merge of itasc branch. Project files, scons and cmake should be working. ↵Benoit Bolsee
Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
2009-09-25* explicit cast needed for mingw.Nathan Letwory
2009-09-24* fix snprintf error with mingwNathan Letwory
* move header guards to the right place.
2009-09-21Better unix filesystem integration as documented hereCampbell Barton
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Unix_FHS for scons WITH_BF_FHS enabled an alternative layout eg. scons WITH_BF_FHS=1 BF_INSTALLDIR="/usr/local" for CMake just run "make install" after make (CMAKE_INSTALL_PREFIX is used for the base path) Currently only scripts use both the system and user path correctly, other areas of blender have their own path code inline with lots of ifdefs, needs to be carefully updated.
2009-09-21Add audaspace search path.Guillermo S. Romero
2009-09-20Sound:Joerg Mueller
* 3D listener now working in GE
2009-09-13svn merge https://svn.blender.org/svnroot/bf-blender/branches/blender2.4 ↵Campbell Barton
-r23172:HEAD merging now to save confusion later since the changes between last merge and 23172 shouldn't be merged. brings 2.4 and trunk in sync aside from sequencer edits from Peter.
2009-09-06* cleaning up warnings (mostly windows). A collection of other warning fixes ↵Nathan Letwory
too (undefined function, assuming int, etc.) This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
2009-09-06white space commit. (2 spaces -> tab).Campbell Barton
Was annoying to use a different editor for cmake only. theeth says this should be ok with gsoc and merges from branches.
2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05Added sound device default settings for the gameplayer.Joerg Mueller
2009-09-05Fixed sound stuff for gameplayer, no sound though as U.audiodevice is set to ↵Joerg Mueller
0 (="No Audio").
2009-09-04== SCons ==Nathan Letwory
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2009-09-03sound init/exit so at least the player opensCampbell Barton
2009-09-03BlenderPlayer linking again for cmake - 148 errors gone.Dalai Felinto
After talking with Ton and Campbell we agreed that it wouldn't hurt to have blenderplayer again (specially now since BGE is almost 100% working in 2.5). However in order to make it link, I needed to bring back stubs, a lot of so-called bad calls. I'm not sure how we should proceed from here, but it looks like people could start to take a look at source/blenderplayer/bad_level_calls_stubs/stubs.c and fix their own modules/functions ** NOTE: I removed the sound calls from BlenderPlayer. In order to fix it look at //XXX ADD SOUND in GPG_Application.cpp and GPC_Engine *** tested in CMake+MSVC. - Scons is not building !!! (why does the building systems have to be so different?) And someone may like to fix make. (take a look at /trunk/source/blender/blenkernel/bad_level_call_stubs/Makefile ) **** it may work better inside /source/gameengine/GamePlayer
2009-09-03remove Py_CmpToRich (copy of py3.0 function), instead only support == and != ↵Campbell Barton
for PyRNA and KX_PySequence types. mesh1 > mesh2 # will raise an error.
2009-09-03* KX_PythonSeq - comparisons work again. eg. act1.sensors == act2.sensors, ↵Campbell Barton
had to copy Py_CmpToRich inline grr!, mailed python-dev about this. * Shift-Click on states in the logic UI works again. * New Logic Space has all the view options pressed.
2009-09-02text display (debug info) in the game engine working again & other minor ↵Campbell Barton
changes.
2009-09-02== SCons ==Nathan Letwory
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-09-01svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22875:22935Campbell Barton
Note, missing r22897, schlaile source/blender/src/hddaudio.c
2009-08-31BGE bug #19020: The GE Torque actuator x -& y-axis do not work in 2.49a (winxp)Benoit Bolsee
2009-08-31BGE bug #18963: obj.sendMessage() with 4 arguments crashes Blender.Benoit Bolsee
2009-08-31bugfix [#19254] KX_PolyProxy returns improper VertexIndex with triangles, ↵Campbell Barton
using .getVertexIndex() and .v1, .v2, etc. Surprising this wasn't noticed before. Any mix of quads/tris caused the face verts of either quads/tries (whichever comes last). Tested by exporting the KX_MeshProxy and re-importing as an OBJ. This fix assumes there are only 2 m_darray's per face array which is currently true, but wont be if edge support is added back.