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2013-08-18Fix a few compiler warnings reported by clang.Brecht Van Lommel
2013-08-17BGE: Adding partial support for LibLoaded lights with GLSL materials.Mitchell Stokes
Any GLSL materials loaded after lights are LibLoaded will now use the lights in heir shaders. This includes materials loaded from the same scene as the LibLoaded lights. We could later add a new flag to LibLoad to recompile all existing shaders, but this commit should offer a lot more flexibility as is.
2013-08-17BGE: Flipping vsync constants so VSYNC_ON is 0.Mitchell Stokes
This will make transitions from older versions of Blender easier since VSYNC_ON will be the default. This could have been changed in a do_version, but the vsync code has yet to see an official release, so I figured this would be a bit nicer. Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-15BGE: The Action Actuator can now make use of additive blending.Mitchell Stokes
2013-08-15BGE: Finally adding support for additive layer blending.Mitchell Stokes
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-15Adding a new state for sound handles in audaspace: stopped.Joerg Mueller
Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state. This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly. Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
2013-08-14BGE Dome: bugfix - Warp Mesh not workingDalai Felinto
Fix: to swap the drawing order for the warp mesh polygon The code was drawing CW instead of CCW. It would work in some cases where the drawing flags would allow for the back faces to be visible. More specifically the alternative fix were: glDisable ( GL_CULL_FACE ); glFrontFace( GL_CW ); Bug originally reported in the small_planetarium mailing list. This bug fix was a comissioned job by a group who prefer not to be credited. Thanks regardless.
2013-08-13BGE: Updating the bge.logic.expandPath() documentation to better reflect its ↵Mitchell Stokes
current behavior.
2013-08-13BGE: Adding a GPU Latency profile category to represent the CPU time spent ↵Mitchell Stokes
waiting on the graphics card.
2013-08-11BGE: Fixing the memory leaks reported when the BlenderPlayer exits.Mitchell Stokes
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
2013-08-10As requested by Mitchell Stokes, reverting r58837 as it is causing some ↵Daniel Stokes
problems with the embedded game engine's python execution.
2013-08-07Adding a fov attribute to KX_Camera. This attribute converts the field of ↵Daniel Stokes
view value and uses it to set lens.
2013-08-07BGE Fix [#33215] KX_MeshProxy.transformUV() argument ValueErrorDaniel Stokes
2013-08-06BGE: Making sure the BlenderPlayer calls Py_Finalize().Mitchell Stokes
2013-08-04code cleanup: remove redundant NULL checksCampbell Barton
2013-08-04code cleanup: replace strcpy with BLI_strncpy for fixed size strings, and ↵Campbell Barton
correct some harmless but incorrect sizeof() use
2013-08-04fix memory leak in KX_ObstacleSimulationCampbell Barton
2013-08-04fix for BL_ArmatureConstraint::UpdateTarget(), was getting the pose from the ↵Campbell Barton
target, not the subtarget.
2013-08-04fix read outside buffer range KX_ObstacleSimulationTOI_rays::sampleRVO,Campbell Barton
Was using 3d vectors for 2d operations, passing float[2] to args that use MT_Vector3 was reading the 3rd value of a 2d array
2013-08-04KX_ObstacleSimulation: replace inline math functions with BLI_math functionsCampbell Barton
2013-08-04code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making ↵Campbell Barton
a hash from the object name.
2013-08-04avoid freeing NULL pointer for navmesh BuildVertIndArrays and dont truncate ↵Campbell Barton
memset arg.
2013-08-04avoid runtime overflow (1 << 31), for RNA and armature layer UI.Campbell Barton
2013-08-04code cleanup: remove unused define, correct header guard mismatch, add NULL ↵Campbell Barton
check so DM_to_mesh() can have a NULL object passed (currently not used) and remove redundant NULL check.
2013-08-04fix for strange error with BGE 2d filter code,Campbell Barton
RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then doing a subtraction which would give a negative number.
2013-08-03BGE: Making sure m_drawingmode is initialized in the various RAS_Storage ↵Mitchell Stokes
constructors.
2013-08-03BGE: Making sure m_left, m_right, m_parent, m_radius, and m_client_object ↵Mitchell Stokes
are initialized in the SG_Tree constructors.
2013-08-03BGE: Making sure m_objType is initialized in the BlendType (VideoTexture) ↵Mitchell Stokes
constructor.
2013-08-03BGE: Making sure m_line is initialized in the Exception (VideoTexture) ↵Mitchell Stokes
constructor.
2013-08-03BGE: Making sure m_buffV, m_buffU, and m_pitchUV are initialized in the ↵Mitchell Stokes
FilterYV12 constructor.
2013-08-03BGE: Making sure m_offset is initialized in the ImageSourceMix constructor.Mitchell Stokes
2013-08-03BGE: Making sure m_mirrorHalfWidth and m_mirrorHalfHeight are initialized in ↵Mitchell Stokes
the ImageRender constructor.
2013-08-03BGE: Removing some unreachable and unused code in BL_ActionManager.cpp.Mitchell Stokes
2013-08-03BGE: Fixing a memory leak with PyType_Ready_ADD.Mitchell Stokes
2013-07-30BGE: Adding vsync control. Users can enable vsync, disable vsync, or use ↵Mitchell Stokes
adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
2013-07-30BGE: Adding bge.physics as another alias for the PhysicsConstraints module.Mitchell Stokes
2013-07-28patch [#36233] Fix Halo and Billboard Normal and BehaviorCampbell Barton
from Vitor Balbio (vitorbalbio) Fixes billboard flipping (flipped normals and textures too)
2013-07-26BGE Fix [#18804] Shadow type faces cast onto invisible faces (non-GLSL)Daniel Stokes
Changing the RayHit method to ignore invisible faces
2013-07-24BGE Fix [#29575] Object not drawn in game engineDaniel Stokes
Implementing a GetBlenderImage for KX_BlenderMaterial so that modifiers draw correctly in multitexture mode. The preexisting limitation of 1 texture per material on objects with modifiers in multitexture mode still exists.
2013-07-24BGE fix [#21488] Pumpkin in Gamekit Tutorial flips upside downDaniel Stokes
A reference was being grabbed when a copy was wanted.
2013-07-23replace use of strcat() where the string offset is known.Campbell Barton
also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
2013-07-23bge: de-duplicate cleanup code for empty mesh error caseCampbell Barton
2013-07-23BGE: Fix for [#34398] "«illegal operator» in Expression Controller" ↵Mitchell Stokes
reported by Andrey Kashlak (andreymal) The expressions system now supports the not operator on ints and floats.
2013-07-21code cleanup: add break statements in switch ()'s, (even at the last case).Campbell Barton
2013-07-20Changing the python error when accessing SCA_JoystickSensor.axisSingle in ↵Daniel Stokes
the wrong mode to an AttributeError instead of a TypeError as this more accurately reflects the problem.
2013-07-20Re fixing BGE bug [#36223] Strange page fault of "Game" actuatorDaniel Stokes
Thanks to Campbell for helping me get a better fix put together.
2013-07-20Add the Boost include to the right CMakeLists.txt...Mitchell Stokes
2013-07-20More build fixes for r58428.Mitchell Stokes
2013-07-20SCons fix for r58428.Mitchell Stokes
2013-07-20Removing source files from source/gameengine/GamePlayer/common/SConscript ↵Mitchell Stokes
that were removed in an earlier commit. This should allow SCons to build the game engine again.