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2012-10-22remove LOD_Decimator (c++ decimator), now replaced by bmesh decimator. also ↵Campbell Barton
remove CTR c++ classes that are no longer used.
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-21BGE VideoTexture: add depth buffer access to ImageViewport and ImageRender.Benoit Bolsee
2 new attributes to ImageViewport and ImageRender object: depth: set to True to retrieve the depth buffer as an array of float (not suitable for texture source). zbuff: set to True to retrieve the depth buffer as a grey scale pixel array (suitable for texture source). A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image buffer as a one dimensional array of float. This mode should only be used to retrieve the depth buffer of ImageViewport and ImageRender objects. Example: viewport = VideoTexture.ImageViewport() viewport.depth = True depth = VideoTexture.imageToArray(viewport,'F') # show depth of bottom left pixel # 1.0 = infinite, 0.0 = on near clip plane. print(depth[0])
2012-10-21code cleanup: spellingCampbell Barton
2012-10-20style cleanupCampbell Barton
2012-10-17code cleanup:Campbell Barton
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice) - move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators). - some some cmake includes as system-includes.
2012-10-16code cleanup: use float sizes for function args.Campbell Barton
2012-10-15style cleanup: bgeCampbell Barton
2012-10-15add missing redraw notifier for separate UV operator, also some style ↵Campbell Barton
cleanup and remove unused define.
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-14style cleanupCampbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-10-14Blenderplayer: Fixing a crash on startup when the graphics driver tried to ↵Mitchell Stokes
use uninitialized memory. I had fixed this previously in Swiss, but it looks like I missed grabbing the fix when bringing the GetViewPort() changes into trunk.
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-10-09rename BGE KX_GameObject attrsCampbell Barton
* group -> group_parent * members -> group_children so its more clear what direction the relationship is.
2012-10-09patch [#31875] Patch to get scene access through a game objectCampbell Barton
from Jay Parker (battery)
2012-10-09code cleanup: quiet -WreorderCampbell Barton
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08BGE: Disable depth testing when drawing the overhead profile information in ↵Mitchell Stokes
the Blenderplayer. This keeps the text from being blocked by geometry in the scene.
2012-10-07BGE: When applying movement to an object with the Character physics type, ↵Mitchell Stokes
use the btKinematicCharacterController's setWalkDirection() instead of moving the physics object ourselves. This reduces issues with tunneling (the character going through other objects).
2012-10-07code cleanup: use checks for empty rather then size in the BGECampbell Barton
2012-10-07BGE: Committing patch [#31442] "API improvements: Group references python ↵Mitchell Stokes
api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject: * KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned * KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
2012-10-02correct some include dirs not being included as SYSTEM paths in cmake.Campbell Barton
2012-09-27incorrect spelling in commentsCampbell Barton
2012-09-26add back game engine python api slicing, (was missing / regression, since ↵Campbell Barton
move to py3x) not many people must have used it since it would crash with non-zero start slice values.
2012-09-20code cleanup: c++ - use empty() rather than size(), use prefix operators for ↵Campbell Barton
non-primitive types - recommended for non primitive types.
2012-09-19code cleanup: make shape key api names consistent with our new convention.Campbell Barton
2012-09-18code cleanup: remove vertex/weight paint's VP_COLINDEX, this feature worked ↵Campbell Barton
in the code but wasnt accessible from the UI this wasn't even accessible from the UI in 2.4x. This would only paint onto faces from the active material. however we're better off using selection here IMHO (adding support for material selection in paint mask mode). also quiet some warnings.
2012-09-18code cleanup: use system includes for cmake, otherwise warnings get printed ↵Campbell Barton
in headers.
2012-09-18fix for a strange linking error where set_property() in ↵Campbell Barton
source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system. Give functions in property.c more unique names.
2012-09-16style cleanupCampbell Barton
2012-09-16fix for error in recent commit (made function static that shouldn't have ↵Campbell Barton
been), add extra gcc warnings to cmake.
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
2012-09-14bge cleanup caught by accident while going over the code, it seems someone ↵Dalai Felinto
forgot to use rect_height everywhere (no functional change)
2012-09-13BGE: LibLoaded sensors that made use of physics controllers (touch, ↵Mitchell Stokes
collision) could cause various physics problems (like infinite loops in Bullet, etc). This happened because their KX_TouchEventManagers were merged prior to having their physics controllers merged, which has now been fixed. Thanks to Kupoman for hunting down the fix!
2012-09-11add some missing NULL checks, a few parts of the code used a pointer then ↵Campbell Barton
checked it for NULL after. also made it more clear that some areas assume the pointer isnt null (remove redundant NULL checks).
2012-09-06style cleanup: indentationCampbell Barton
2012-09-06code clenup: comments and some style edits on ghost/osx (odd indentation)Campbell Barton
2012-09-06code cleanup: capitalize defines.Campbell Barton
2012-09-04fix for building without python, also rework python-main-loop control in the ↵Campbell Barton
BGE to not use RNA (use lower level BKE/BLI funcs instead)
2012-09-04Fix for [#32469] "standalone blenderplayer no longer starts in lastest ↵Mitchell Stokes
build" reported by narutocanada. It looks like the Hive commit (r50310) didn't take changes from r49998 into account, so it was still relying on Ghost events to push the engine along instead of calling app->EngineNextFrame().
2012-09-04code cleanup: move file string defines into BLI_path_utils.h, ↵Campbell Barton
BKE_utildefines is now unused but keep incase we want to add defines there later.
2012-09-02..\commmit_hive.txtBenoit Bolsee
2012-08-27BGE: Make sure lib loaded cameras are added to the active scene's camera list.Mitchell Stokes
2012-08-26style cleanup: whitespaceCampbell Barton
2012-08-26Some FFmpeg changesSergey Sharybin
- Make FFmpeg initialization called from creator, not from functions which requires FFmpeg. Makes it easier to follow when initialization should happen. - Enable DNxHD codec. It was commented a while ago due to some strange behavior on some platforms. Re-tested it on Linux and Windows and it seemd to be working quite nice. Would let it be tested further, if it wouldn't be stable enough, easy to comment it again. - Make non-error messages from writeffmpeg.c printed only if ffmpeg debug argument was passed to blender. Reduces console pollution with messages which are not useful for general troubleshooting. Error messages would still be printed to the console. - Show FFmpeg error message when video stream failed to allocate. makes it easier to understand what exactly is wrong from Blender interface, no need to restart blender with FFmpeg debug flag and check for console messages. Used custom log callback for this which stores last error message in static variable. This is not thread safe, but with current design FFmpeg routines could not be called form several threads anyway, so think it's fine solution/
2012-08-25style cleanup: also spellingCampbell Barton
2012-08-23style cleanupCampbell Barton