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2013-03-07bullet: Update to current svn, r2636Sergej Reich
Apply patches in patches directory, remove patches that were applied upstream. If you made changes without adding a patch, please check. Fixes [#32233] exporting bullet format results in corrupt files.
2013-03-05code cleanup: also change BKE_blender.h BLENDER_VERSION_CHAR to 'a' so as ↵Campbell Barton
not to confuse things.
2013-03-05patch [#34103]Campbell Barton
from Lawrence D'Oliveiro (ldo) More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places - storage.c: make some variables only used in bli_builddir local to that - storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor - path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well - path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error - blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
2013-03-04bge bugfix: [#34517] 2D Filter causes mouselook script drifting effect ↵Dalai Felinto
(patch by Daniel Stokes - Kupoman) Fix for 2.66a ""We can't pass the results of canvas->GetViewPort() directly because canvas->SetViewPort() does some extra math"" Bug introduced during 2.65 series in the refactor to use canvas->SetViewPort instead of direct opengl calls for viewport (53305, 53392, 53393)
2013-03-04BGE bug-fix[#34523] 2dfilter produces render error (objects disappear) - ↵Dalai Felinto
likely an alpha problem Fix for 2.66a With help from Daniel Stokes and Mitchell Stokes. This bug always existed in OSX, but started showing up in Windows and Linux on review (54745 + 54747) [the patch to enable alpha buffer for all OSs] A better fix would be to use RAS_IRasterizer::SetAlphaBlend(GPU_BLEND_SOLID); but I think gpu_verify_alpha_blend() is not switching to SOLID because GTS.alphablend is GPU_BLEND_SOLID (even though GL_ALPHA_TEST is enabled). Anyways, this is not something worth tackling now, since in terms of functionality it shouldn't matter.
2013-03-04code cleanup: unused vars in collada, preprocessor formatting & warning in ↵Campbell Barton
mingw. also compiling without bullet needed a stub added.
2013-03-02BGE: Fix for bugs #34428, #20856, #20281. These were all multi-uv bugs ↵Mitchell Stokes
caused by the BGE keeping too much uv information. When setting up shaders the BGE assumes each UV layer is unique, but the converter would store duplicates.
2013-03-02Fix #34483: game engine multi UV glsl materials not working correct after ↵Brecht Van Lommel
changes to support more than 2 UV maps. This code indirectly depended on the order of OpenGL attribute ID's assigned by the OpenGL driver being the same as the attributes being declared in the GLSL shader code, which is not always the case.
2013-02-27add PHY headers to cmake's ketsji (else some IDE's won't show)Campbell Barton
2013-02-27Fix various warnings with clang build, and adjust cmake clang warnings flagsBrecht Van Lommel
to include a few more that gcc is using too.
2013-02-25Check if the variable is a string and split nicely, so compile command stays ↵Nathan Letwory
intact with proper include options.
2013-02-25BGE: Fixing a crash reported by Ace Dragon on BA. It looks like ↵Mitchell Stokes
Object->totcol can give a number higher than the number of materials, so I've added some NULL checks.
2013-02-24BGE: Adding back the virtual destructor to PHY_IPhysicsController, which was ↵Mitchell Stokes
accidentally removed in r54807.
2013-02-24fix for own commit r54806 with argument order and multisampling.Campbell Barton
2013-02-24BGE: Removing the source files for the PHY interfaces since they just ↵Mitchell Stokes
contained virtual destructors. This means we had license and doc blocks for 3 lines of code, which seemed silly. This also means that ge_phys_common no longer needs to be built as a library. I tested this with CMake and SCons using GCC; hopefully this doesn't break other systems.
2013-02-24fix for fullscreen on X11 (used by the BGE, not blender application),Campbell Barton
changing the screen resolution wasn't still allowed for larger virtual desktops. added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
2013-02-24GHOST/X11 - free memory allocated by XF86VidModeGetAllModeLines(),Campbell Barton
Comment from Zr says this crashes but looks like this was because there was no check if the function failed to allocate to begin with.
2013-02-23code cleanup: confusingly written and named function for BGE materuial ↵Campbell Barton
conversion: getImageFromMaterial() --> getMTexFromMaterial()
2013-02-23code cleanup: bge material conversion was creating STR_String just to check ↵Campbell Barton
for empty string for no reason (empty string was assigned irrespective).
2013-02-23BGE: fix for uninitialized tangentsCampbell Barton
2013-02-23BGE: Fix for bug #34377 "Multi UV mesh's materials not backwards compatible ↵Mitchell Stokes
and Odd UV Coord behavior" reported by Alex Mairs (ctbm). The problem was the unused texture slot was still trying to be used. Now unused texture slots' mappings are set to DISABLE so they don't mess up the rest of the conversion process.
2013-02-23BGE: Finally moving material IPOs to the 2.60 BGE animation system ↵Mitchell Stokes
(BL_Action). It was kind of a fluke that they worked before.
2013-02-23fix for error using uninitialized draw mode with 'm_failsafe_storage' in the ↵Campbell Barton
BGE.
2013-02-23add include for scons.Campbell Barton
2013-02-23code cleanup: bge - was converting float[] to MT_Vector's just to compare. ↵Campbell Barton
use BLI_math instead.
2013-02-23BGE: Object color channels can now be animated separately without zeroing ↵Mitchell Stokes
out the other channels. Problem reported by Dalai via IRC.
2013-02-23BGE: Second fix for #34330 "Action Actuator "caching" the previous ran ↵Mitchell Stokes
actions" reported by Dalai. Now the multiple layers should also be working. When doing fcurve/IPO animations, the controllers are cleared as soon as the action is done and must be setup again every time the action is played.
2013-02-23BGE: For BL_Action, use the object's scene rather than the "active" scene, ↵Mitchell Stokes
which can potentially cause problems with multiple scenes.
2013-02-23BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran ↵Mitchell Stokes
actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
2013-02-23BGE: Fix for bug #34219 "Webcam support under Linux in Standalone broken" ↵Mitchell Stokes
reported by Thomas Achtner (offtools). No one bothered to update the player for ffmpeg changes made in August 2012. This meant the player was no longer calling avdevice_register_all(), and ffmpeg would fail to open web cam streams.
2013-02-22fixing typo in include (report and patch by Jochen Schmitt)Dalai Felinto
2013-02-22Fix for building without python.Alexander Kuznetsov
2013-02-22game engine: Revert to using regular gimpact for mesh shapesSergej Reich
This reverts part of r53019. While the compound shape trick works well in some cases, overall it's much slower and even causes crashes under certain conditions. We could make this and option and fix the crashes, but it's better to implement convex decomposition anyway so just reverting for now. Fixes [#34353] Ray cast on Triangle mesh bounded Rigid Body Object causes blender crash to desktop without error.
2013-02-22BGE: Fix for bug #34349 "Character walkDirection ADD mode -#INF error" ↵Mitchell Stokes
reported by Angus Hollands (agoose77). If the walk directions canceled each other out, the actuator would try to normalize a zero vector, which caused the error.
2013-02-22BGE projection code fix: old patch #28893 (to fix #28753) committed in ↵Dalai Felinto
rev.41131 changed the clipping for ortho camera from -far +far to +near +far. But also introduced this -far +far when using 3dviewport camera (which shouldn't).
2013-02-21Fix scons compileJens Verwiebe
2013-02-21BGE cleanup: Removing the PHY__Vector classes and replacing them with ↵Mitchell Stokes
MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
2013-02-16BGE: Fix for issue #34242 "It does not render in "P" mode for Game engine if ↵Mitchell Stokes
you UV mapa a face of a cube" reported by joaclint. Material caching can now be disabled for Multitexture and GLSL Materials.
2013-02-11BGE: Fix for issue #32606 "Raycasts are locked to the scene of calling ↵Mitchell Stokes
object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene.
2013-02-11style cleanup: also some typosCampbell Barton
2013-02-10BGE: Make sure we are writting to the depth buffer when rendering alpha ↵Mitchell Stokes
polygons for shadows. Otherwise alpha shadows won't work\!
2013-02-09Bug fix #34157Ton Roosendaal
Tss tss! :) This bug (since Jan 26) made Material options get cleared on using GE once.
2013-02-09BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother. ↵Mitchell Stokes
Previously jumpCount was only getting reset to 0 if the character was on the ground while jump() was being called. This works alright internally for double jumping, but it made things awkward if a user wanted to check jumpCount before calling jump() (i.e., before jumpCount was updated).
2013-02-08Fix part of #34083: crash trying to play surround .wav file in the game engineBrecht Van Lommel
on Windows, it still doesn't play but it doesn't crash at least.
2013-02-05And one more "G.main" compile fix, this time for BGE ;)Bastien Montagne
2013-02-04style cleanup: spaces -> tabsCampbell Barton
2013-02-04style cleanupCampbell Barton
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-28BGE Profile : visual feedback bars and improvementsDalai Felinto
You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)