Age | Commit message (Collapse) | Author |
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PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
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physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
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- remove recently added sphinx reference workaround.
- tested doxygen, correct some warnings, set tab width and added pymathutils group.
- added convenience target 'make doc_doxy'
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Separate DNA properties for bounding box used for bounding box display
in 3d viewport and bounding box used for collision detection in game engine.
Bumped subversion for proper updating old files to new system, but it
need more complex testing.
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- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
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strings (better change then the one I made recently).
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- correct error in own last commit for BKE_screen_find_big_area()
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- use _PyUnicode_AsStringAndSize where possible
- use %R for PyErr_Format(...) rather then running repr on the object explicitly
- use const char
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enabled (test)
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is possible to specify the scene without the layer too.
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http://markmail.org/message/fp7ozcywxum3ar7n
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in BLI_ functions.
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just call BLI_split_dirfile().
- add a fixed value for bprogdir (the dir of bprogname), since it was being used for resource lookups.
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also fixed some spelling errors.
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Milovanovic. Apparently IPO options can be set too frequently...
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projection code" by Juha Mäki-Kanto (kanttori)
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- currently X11 only, depends on Xinput (but should not break other os's).
- ghost stores utf8 buffer, copies to wmEvent's
- UI text input is currently the only area that uses this - not console or text editor.
- no rna access yet.
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- rename define DISABLE_SDL --> WITH_SDL (which was already used in some places)
- blenders interation preset was using orbit rather then turntable 3d view preference (different from factory defaults).
- tagged some unused rna args.
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size is known.
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nothing to effect translations.
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many places don't check for filename lengyj of 79 chars which is the limit for the file selector.
Add max dir and file length args.
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- OB_BOUND_POLYT --> OB_BOUND_CONVEX_HULL
- OB_BOUND_POLYH --> OB_BOUND_TRIANGLE_MESH
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- fix navmesh crash (may well have been from own changes)
- changing VBO's now redraws all windows - useful for checking if VBO draws differently.
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thanks to Chris Holland (topher77) for supplying the fix.
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making dome to fail if using game autostart (<<bug)
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- Upgrade Recast library to latest portable version
- Implement recast_qsort based on FreeBSD qsort.c to have
portable thread safe quick sort for use in conversion routine.
- Better default value for the Build Navigation Mesh operator
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also rename backface_culling --> use_backface_culling (which is used elsewhere in rna)
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by Dalai in issue #28723.
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Also use guarded allocations for navmesh stuff.
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- Enable international support for win64 msvc by default
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- Move all translation-related declarations to BLF_translation.h
- Reverted some changes to match trunk svn rev40365
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Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
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