Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-03-21 | spelling cleanup: tesselate -> tessellate (last of these found) | Campbell Barton | |
2012-03-18 | spelling cleanup | Campbell Barton | |
2012-03-18 | code cleanup: | Campbell Barton | |
* replace 2D vector copy with copy_v2_v2(). * use puts rather then printf for single strings. * style cleanup for drawobject.c indentation. | |||
2012-03-17 | minor mathutils code cleanup - use mathutils callbacks as unsigned chars ↵ | Campbell Barton | |
everywhere. | |||
2012-03-14 | fix [#30493] GE crashes on exit because of using freed mtfaces from tessfaces | Campbell Barton | |
prevent gpu_draw.c holding a pointer to a freed array. | |||
2012-03-13 | bmesh py api: more comprehensive intro page, also fix some spelling errors. | Campbell Barton | |
2012-03-12 | Commit patch from Shane Ambler to make VideoTexture compile with a clang on ↵ | Sergey Sharybin | |
FreeBSD. Thanks! | |||
2012-03-11 | style cleanup, also remove unused externs. | Campbell Barton | |
2012-03-09 | style cleanup: consistent names for header guards. | Campbell Barton | |
2012-03-09 | style cleanup: comment blocks | Campbell Barton | |
2012-03-09 | style cleanup: spelling. | Campbell Barton | |
also remove large, duplicate comments from sunsky.h | |||
2012-03-09 | - MSVC doesn't have log2f function | Sergey Sharybin | |
- Fix misusage of new [] and delete in BGE. | |||
2012-03-08 | Compilation error fix for game engine caused by recent DM refactoring. | Sergey Sharybin | |
2012-03-08 | style cleanup - remove unneeded ';'s | Campbell Barton | |
2012-03-07 | change camera zoom from short to float. | Campbell Barton | |
2012-03-04 | style cleanup - comment spelling + translate some dutch. | Campbell Barton | |
2012-03-03 | style cleanup - use aligned * prefixed blocks for descriptive comments (was ↵ | Campbell Barton | |
already used a lot and part of proposed style guide). | |||
2012-03-03 | style cleanup - spelling corrections & update some incorrect comments. | Campbell Barton | |
2012-03-03 | option for the Armature Actuator to change the influence of a bone constraint. | Dalai Felinto | |
Also adds DampedTrackTo to the list of supported constraints in the BGE Test file: http://www.pasteall.org/blend/11715 Patch developed as part of a project to NF-UBC Nereus Program. Development time 'sponsored' by the project. www.nereusprogram.org | |||
2012-03-02 | style cleanup | Campbell Barton | |
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used. | |||
2012-03-01 | Spelling Cleanup | Campbell Barton | |
2012-02-29 | Code Cleanup: remove non existing function declarations. | Campbell Barton | |
added some missing functions too - which are not used yep but should be there for api completeness. * CDDM_set_mloop * CDDM_set_mpoly * BLI_mempool_count | |||
2012-02-28 | code cleanup: use float vector size in function definitions, and const's ↵ | Campbell Barton | |
where the values are unchanged. | |||
2012-02-27 | style cleanup (mostly whitespace) | Campbell Barton | |
2012-02-27 | Fixing a crash when converting physics objects in the Game Engine. | Daniel Stokes | |
2012-02-25 | style cleanup, use { on newline after function definition. | Campbell Barton | |
spelling 'impliment' -> 'implement' | |||
2012-02-24 | Fix for #30336: Couldn't playback from Python without having played back via ↵ | Joerg Mueller | |
logic bricks once. Thanks Colin Nickerson for reporting. | |||
2012-02-23 | fix for meshes not showing up in the game engine. | Campbell Barton | |
2012-02-23 | use __ prefix on header guards to avoid mixing up defines with api functions ↵ | Campbell Barton | |
/ classes. | |||
2012-02-23 | BGE is compilable by MSVC again | Sergey Sharybin | |
Compilation error was mostly caused by trying to use namespace std before it was actually defined (e.g. before any include of stl header). It's not actually good idea to use namespaces in header files -- it's really easy to run into namespace conflicts and so. Resolved by not using "using namespace" in header files and using full quality accessing to stl collections (e.g. std::vector). | |||
2012-02-23 | code cleanup: dont set the namespace in STR_String.h - 'using namespace ↵ | Campbell Barton | |
std', since this is included in many places. | |||
2012-02-20 | minor edits to have the game engine and player building. | Campbell Barton | |
2012-02-19 | svn merge ^/trunk/blender -r44213:44235 --- fixes bmesh shading bug [#30125] | Campbell Barton | |
2012-02-18 | BGE bug #30173: ImageRender not working when initialized on frame 1. This ↵ | Benoit Bolsee | |
was because the canvas display area was initialized on render frame 1, which happens after logic frame 1. Fixed in blender and player by initializing the area on canvas creation. | |||
2012-02-15 | svn merge ^/trunk/blender -r44076:44118 | Campbell Barton | |
2012-02-14 | font objects in blenderplayer fail when object with alpha is rendered | Dalai Felinto | |
the embed bge has its own DisableForText() routine which prepares the GL flags for the text render. For some reason blenderplayer is taking a slim approach and going straight for the rendering. This routine helps to address this bug/case (non reported, foundin my own project files). If need arises we should move this to its own routine incorporating the other GL tests the embed bge performs. | |||
2012-02-14 | Fixing up some buggy cleanup code in BL_ShapeDeformer. This code was causing ↵ | Mitchell Stokes | |
crashes and corrupting shape keys. This commit fixes the following bugs: [#30059] Shape Keys is gone in Blender if you use Add Object Actuator in BGE [#30024] Segmentation fault after addObject when using shape keys [#28683] segfault in shapekey conversion code when running a game (YF, level home) twice | |||
2012-02-11 | svn merge ^/trunk/blender -r43995:44024 | Campbell Barton | |
2012-02-10 | bge font objects: fix for difference in size when object has a parent | Dalai Felinto | |
for after 2.62 I would like to try if using doubles would help to increase the precision here. Also now that the mipmap patch is reverted we may want to look at this problem from a different perspective. RES could be calculated taking the object size in relation to the camera (i.e. size and distance, ignoring rotation). That may solve both problems of wrong resolution and lack of smoothness. For the time being users still need to use object.resolution to fine tune the rendered text. | |||
2012-02-10 | reverting commit [43876] Fix for aliased fonts in the game engine | Dalai Felinto | |
2012-02-10 | bugfix [#30127] alpha in FontObjects not working in blenderplayer | Dalai Felinto | |
2012-02-08 | svn merge ^/trunk/blender -r43934:43976 | Campbell Barton | |
2012-02-07 | Fix for [#29910] Crash on reading KX_SoundActuator.sound | Joerg Mueller | |
aud is now imported automatically on BGE start. | |||
2012-02-06 | svn merge ^/trunk/blender -r43887:43918 | Campbell Barton | |
2012-02-05 | BGE bug #21947: Softbodies not using object size. Fixed by scaling the shape ↵ | Benoit Bolsee | |
before creating the soft body. | |||
2012-02-05 | svn merge ^/trunk/blender -r43864:43887 | Campbell Barton | |
2012-02-04 | BGE bug #29133: Render to Texture not working. Fixed by using same viewport ↵ | Benoit Bolsee | |
to render and capture. | |||
2012-02-04 | Fix for aliased fonts in the game engine. | Alex Fraser | |
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto. | |||
2012-02-03 | svn merge ^/trunk/blender -r43830:43864 | Campbell Barton | |
2012-02-02 | Fix #29381: Navmeshs frees not guarded allocated memory and leaked | Sergey Sharybin | |
There were two issues discovered: - Triangles mapping didn't free in buildNavMeshData if there's no recast data for an object - KX_NavMeshObject used not-guarded allocation for polygons storage, but used guarded freeing stuff to free used memory, producing error messages in the console and leading to memory leak. Wasn't actually harmful for users -- there was no memory corruptions and error happens only when object was set up in a way when navmesh can't work in theory. |