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2005-06-08(Accidentally sent previous commit without message... is same stuff)Ton Roosendaal
gcc4 error fixes for compiling in OSX Tiger Also; make using python framework default in makefiles
2005-06-04new round of warning fixes. we are now down to 24 with Xcode on blenderJean-Luc Peurière
alone with the following flags : -Wall -Wno-char-subscripts -Wno-missing-braces. the only one still worrying me is in rand.c line 57 : rand.c:57: integer constant is too large for "long" type but i have no clue about how correct cross-compiler and 32/64 bits friendly see also my mail to commiter list for signed/unsigned issues
2005-04-23Added the docs & use Python booleans for physics reinstance.Kester Maddock
2005-04-23Support reinstancing the physics mesh from Python.Kester Maddock
2005-04-23Fix lighting in game engineKester Maddock
2005-04-23Added bone parent relationship.Kester Maddock
2005-04-22removed extra qualifier `SumoPHYCallbackBridge::' that was chokingStephen Swaney
gcc in c89 mode. More potential breakage.
2005-04-18Patch: [ #2439 ] Makes objects react properly to deformations after a mesh ↵Kester Maddock
replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible.
2005-04-10Clean up for Makefiles: some of the directories were being printedChris Want
wrong (e.g., "/Fuzzics" and "/Joystick", and some of the solid stuff). This was particularly noticable during "make clean".
2005-04-05Added OPENGL includes to this one as well.Kent Mein
Kent
2005-03-26add new file SumoPHYCallbackBridge.cpp to SConscript for SCons build.Stephen Swaney
2005-03-25I'll break this commit into two sections in the moto filesKent Mein
I got rid of a few warnings about blah shadows a previous declaration. In the gameengine files I fix the following: removed some unused vars removed dos style line breaks added newlines to last line in a couple of files to remove warnings. Kent
2005-03-25Quickly hacked together a fix for game engine compiling. There were twoChris Burt
missing files in Kester's new commits. This commit adds these two files so that compiling can continue as it is intended to. Emilie M. found a home for the files rather quickly, Ton recieived the files from Erwin via email, and we all tested. Works great! Thanks to everyone that helped!
2005-03-25added an #include <stdlib.h> to fix this:Kent Mein
KX_RayCast.h:92: error: `NULL' was not declared in this scope Kent
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-22Reordered some of the includes to fix STL issues.Kent Mein
For details, see: http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=5867 Kent
2005-03-14ome more warnings cleaningJean-Luc Peurière
2005-03-14This commit reverses the OpenEXR specific stuff in the OpenEXR commit IKent Mein
did last friday. A patch will be available in the patches tracker that will have the current stuff there until everything is working. Kent
2005-03-11Gernot Ziegler's patch to add OpenEXR support to blender.Kent Mein
To enable it you will need to download OpenEXR and install it. For the Makefiles you will need to set WITH_OPENEXR=true and set NAN_OPENEXR to point to where OpenEXR is installed. For scons you'll need to remove config.opts to get the new options so you can enable OpenEXR, I was not able to get blender to link with scons so the scons stuff may need to be tweaked a little but I think it should work. For other platform managers The OpenEXR stuff is similar to QUICKTIME you need to define WITH_OPENEXR and setup the library stuff and as you'll notice in this commit there are two extra files. Kent
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2005-02-15Joseph Gilbert's fixes for the linux2 build target.Kent Mein
Kent
2005-02-15Fix compile errors for MSVCKester Maddock
2005-01-30 - updated MSVC 6 projectfiles.Simon Clitherow
- removed 'using namespace std;' from SCA_Joystick.h (gave compile error on VC6).
2005-01-25Fix to get gcc 3.4.1 with scons working again.Kent Mein
2005-01-24Fixed the Makefiles so the Joystick stuff works.Kent Mein
Kent
2005-01-23Make the KX_PolygonMaterial Python member variables writable.Kester Maddock
2005-01-23Don't delete the Python Controller's private dictionary between frames.Kester Maddock
2005-01-23Added Joystick sensor (from snailrose)Kester Maddock
2005-01-23Don't fail on mesh objects with no faces.Kester Maddock
2005-01-19Jacques patch to get things compiling on windows.Kent Mein
basically it returns NULL for two functions that had their entire body commented out. Kent
2005-01-18The non scons specific stuff for bug tracker bug #2131Kent Mein
Basically removed #include <iostream.h> from some files that didn't need it (and I'm assuming it caused problems) I'll leave the scons stuff for someone else to look at since I don't really use it. Kent
2005-01-16remove gcc compiler error using -pedantic flag:Stephen Swaney
comma at end of enumerator list If this change causes problems, feel free to back it out. I am trying to get gcc to complain about mixed declarations and code since that breaks on platforms that only support C89/C90.
2005-01-16Add an Python Material exampleKester Maddock
2005-01-16Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.Kester Maddock
Make game engine materials use Zoffs in Materials. Added Python material hooks.
2005-01-16Added getDistanceTo Python method (thanks Charlie C)Kester Maddock
2005-01-03More warning cleanups...Kent Mein
added a casts to: blender/blenlib/intern/BLI_memarena.c gameengine/Rasterizer/RAS_TexVert.cpp Removed unused vars from: blender/python/api2_2x/vector.c gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp gameengine/Rasterizer/RAS_FramingManager.cpp gameengine/Rasterizer/RAS_Polygon.cpp gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp Kent
2004-12-29PyDoc updatesKester Maddock
2004-12-29Make Python Matrix/Vector conversions more robustKester Maddock
2004-12-29Python methods for camera actuators (thanks snailrose)Kester Maddock
2004-12-29Set the sound system listener properties.Kester Maddock
2004-12-13Set the physics scale on added objects. (Fix bug #1837)Kester Maddock
2004-12-06Fix the case when the physics system starves the logic & renderer of CPU ↵Kester Maddock
time. If this happens, we reduce physics precision to maintain some framerate.
2004-12-06Fix numerical precision issue in physics. Dividing by a number too close to ↵Kester Maddock
zero would make the impulse response normal large hence the jittering.
2004-12-06Set the default physics tic rate to 90 HzKester Maddock
2004-12-06Don't try to interpolate from prop ipo actuatorsKester Maddock
2004-12-05Fix Action & IPO actuators: (Bugs #1921 & #1920)Kester Maddock
2004-12-04Update the physics engine: interpolate between frames so track to/camera ↵Kester Maddock
actuators work properly. (bug #1816)
2004-12-01Only do event processing for ipo actuators on frames.Kester Maddock
2004-12-01Make objects lit by default if there is a light in the scene, and no other ↵Kester Maddock
face information exists for that object.
2004-12-01.scr patch (from Raymond Penners)Kester Maddock
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost - Any blenderplayer.exe (with the patch applied) can be renamed into something.scr, and it will behave as a Windows screen saver. (Right-click the .scr file, and select "Install". Then, it will appear in the screen saver properties dialog part of the display settings, including small preview et al). - The screen saving functionality does not affect the executable when it is NOT named .scr - The screen saver automatically exits when the mouse/keyboard is moved/pressed. There is no more need to wrap blenderplayer.exe into a bat file and use python quit controllers, or whatever else is suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html - It has been currently been tested to work Windows XP