Age | Commit message (Collapse) | Author |
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Run IPOs for all objects and not just non-armature objects.
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Lijsen (blenderhilfe).
Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
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values lower then 1" reported by HG1.
IPOs were only set as "initialized" if the current time was greater than 0.0, which is why negative values weren't working.
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actual version.
Making sure free_nodesystem() is called before BLO_blendfiledata_free() fixes the problem. free_nodesystem() relies on blendfiledata.
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Removed a function call with no effect and merged two other lines for legibility.
This commit was reviewed by Moguri.
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Maki-Kanto (kanttori)
Later I will try to find when this bug was introduced. But it's definitively broken in trunk.
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Blenderplayer" reported by HG1.
Someone forgot to add relative path expansion (BLI_path_abs) to the Blenderplayer...
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Used the engine's RemoveScene (which ultimately calls the converter's RemoveScene) instead of the converter's RemoveScene when the converter free a blend file. This handles the scene removal in a safer fashion and solves the crash described in part 2 of the bug report. Part 1 no longer appears to cause a crash.
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The embedded player was calling glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) before rendering font objects, but someone forgot to add this to the Blenderplayer.
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KX_BlenderSceneConverter's destructor freed the contents of several std::vectors without removing those contents from the vectors. Later these vectors are iterated through. Making sure the vectors get cleared solves this problem.
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reported by Monster.
This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
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Mike Pan (mpan3).
The OSKEY was never added to the game engine, so it didn't recognize it.
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by Josiah Lane (solarlune).
Adding scenes now uses a vector instead of a set to maintain order. This fix is partly based off of patch #32297 by Pavel Sadikov (sigmat).
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bge.logic.getProfileInfo() returns information even if Show Framerate and Profile is not enabled.
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results.
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BF_PYTHON_INC can contain more than one path (in the mono-string format), don't know how this could not be found earlier, completely broke build of GE on any recent Debian/Ubuntu distro???
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remove MEM_sys_types.h which was a duplicate.
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Was a missing NULL-pointer check. No idea why it took so long to figure
issue out -- apparently there was no crash in linux for me and msvc
didn't show any backtrace :S
Also corrected weirdo way of bit flag check which was:
!ma->mode & MA_FACETEXTURE
better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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include conflicts later on.
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layer, layerWeight" from Florian Bantner (scheintodx).
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* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
* Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
* Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
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Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
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No need to cache this, creating it is quick.
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consistent with projection painting.
Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
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image" always working on bge" reported by Dalai Felinto (dfelinto).
NULL materials are no longer cached.
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(p9ablo).
Disabling caching if materials have Face Textures enabled.
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reported by Josiah Lane (solarlune).
BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
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Python and "Cast Buffer Shadows" is disabled" reported by V.R. (rolle).
The BucketManager was assuming that all modified meshes were rendered when a render pass completed. However, materials that did not cast buffer shadows did not render during the shadow rendering step, and thus were never updated.
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original patch by me, with contribution from HG1 and Florian Völker
bug introduced in rev. 40113
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object which is out of the float range.
also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
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Root of the issue was fixed by Brecht in svn rev56441.
This change only prevents crash of files created in
blender before that fix, and also gives more useable
information about what's wrong (apparently, assert
here was doing nothing).
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poly.getMaterialIndex() and poly vertex indexes
revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
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* 2D image painting support for masking to limit the max contribution of a stroke
to a pixel, to get it working compatible with projection painting. Not strictly
a bugfix, but the inconsistency here was annoying.
* Fix python errors in Texture Mask panel in image editor, was missing overlay
options.
* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
pixels due to integer overflow.
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Blender's old default of 1 was too small here.
Now we don't override the default.
If it's really needed to use a smaller value here, the property should
be first exposed in the ui, but don't think this is necessary.
Fixes [#35076] Dynamic objects have periodic glitch in velocity when on an incline
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If the "Framing" mode is set to extend,
the camera frustrum changes when you
resizes the blenderplayer window.
Before this patch, there were no way to
control which part of the framing you want
to extend (vertical, horizontal or arbritary).
Now:
If the camera sensor fit is set to HORIZONTAL,
the horizontal field of view doesn't change.
If set to VERTICAL, the vertical fov doesn't change.
If set to AUTO the old behaviour takes place, arbitrarly
showing more of the horizontal or vertical field of view
depending on the aspect ratio of the window.
Test file:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/gameengine/framing_extend.blend
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
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second
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
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bug with replicas (added objects) crashing when using shape keys.
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and bge.render.getMipmapping().
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fulscreening games via Python.
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now, with a 'resize' routine for the engine we can/should also recreate some
buffers that are created only at init time (e.g., 2d filters, dome fbos, ...).
This bug was always present in Blender (since 2.49 at least).
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
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