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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2013-05-13Fix #35329: action actuator crash with replacemesh, pointers got outdated.Brecht Van Lommel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
2013-04-07Fix for [#34898] Typo in error message of mathutils.VectorThomas Dinges
* Also fixed some more cases of "more then" -> "more than".
2013-04-07BGE: KX_Camera.getScreenVect() was using glReadPixels to get a depth value, ↵Mitchell Stokes
which was causing a sync event between the gpu and cpu. glReadPixels was always returning 0, so I removed it and set depth to be a constant 0.
2013-04-05BGE: Cleaning up the VBO code to use RAS_TexVert more directly instead of ↵Mitchell Stokes
copying out pieces. This also gets rid of MapBuffers, which isn't available in OpenGL ES. Scenes that require constant VBO updates (like my skeletal mesh stress test) are now 10~13% faster.
2013-04-05correction to previous warning cleanup, also quiet shadow-warning for ↵Campbell Barton
thumbnail `size`
2013-04-05code cleanup: bge warningsCampbell Barton
2013-04-04Fix #34863: bge.render.makeScreenshot from Blender was only saving PNG files,Brecht Van Lommel
while the docs said it followed the settings in the Output panel, other file formats work now. Benderplayer still only saves PNG now as documented, but I cleaned up the code there to reuse existing imbuf functions rather than using own libpng code.
2013-04-04Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" ↵Mitchell Stokes
reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-03-29style cleanupCampbell Barton
2013-03-28style cleanup: osl and NULL pointer use, also correct sequencer gap operator ↵Campbell Barton
id's
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-25code cleanup:Campbell Barton
- remove unused defines. - quiet some shadow warnings. - bevel, ifdef out some asserts that are too common. - style
2013-03-24fix for struct definition building with msvc2008 and some style cleanup.Campbell Barton
2013-03-23BGE: getting rid of a few maybe-uninitialized warnings.Mitchell Stokes
2013-03-23fix for BGE crash replicating a navmesh.Campbell Barton
2013-03-22code cleanup: unused defines, shadowing and unintended enum-as-variable.Campbell Barton
2013-03-22code cleanup: use booleans and const's for operator vars.Campbell Barton
2013-03-22BGE bugfix for [#34505] Vertex Colors not working in the BGE (for custom ↵Dalai Felinto
GLSL shaders) when multitexture and no material Bug introduced on rev.36723
2013-03-22code cleanup: conversion from blender to BGE was unnecessarily confusing in ↵Campbell Barton
checking weather to use vertex colors, move check to function.
2013-03-22BGE bugfix: [#34550] getVertexArrayLength changed in 2.66Dalai Felinto
This bug was producing way more geometry than we need. Potentially memory saver (or performance even) bugfix. Bottomline is: We need to initialize the UVs otherwise vertex comparison fails ... Ideally MoTo should take care of initializing MT_Point2 (note in Windows that seems to be fine, but it's safer to not rely on that)