Age | Commit message (Collapse) | Author |
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move to py3x)
not many people must have used it since it would crash with non-zero start slice values.
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non-primitive types - recommended for non primitive types.
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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.
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in headers.
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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.
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been), add extra gcc warnings to cmake.
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forgot to use rect_height everywhere (no functional change)
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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!
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checked it for NULL after.
also made it more clear that some areas assume the pointer isnt null (remove redundant NULL checks).
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BGE to not use RNA (use lower level BKE/BLI funcs instead)
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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().
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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- 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/
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call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
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Allowing the Blenderplayer to break 100fps by making it less dependent on Ghost's messages.
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BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
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import bge.render as render
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Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
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crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
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KX_Scene.active_camera when there is no camera in the scene.
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
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The functions had no effect because m_solverInfo wasn't used anywhere.
Now we get the solver info from the dynamics world directly instead of using our own copy.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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support this but actually don't, so use the function that checks for that.
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truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
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properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...).
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
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drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
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mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
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