Age | Commit message (Collapse) | Author |
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buttons_object.c:2326: warning: too many arguments for format
buttonns_object.c:3829: warning: ordered comparison of pointer with integer zero
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computations for each pixel making it quite slow.
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both char and float buffers.
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Please email me or report a bug when such problem arise, it's simpler if done properly the first time.
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cleanup + deactivation of unsued selfcollision code in kdop.c + little speedup there
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when snapping was enabled (even though the CTRL key was not pressed)
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UI panel issues with soft bodies
code cleaning .. remove some G.rt code
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Also fixed a bug where procedural buffers did not convert correctly
to different buffer types (e.g. value -> rgba would give red).
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localspace boundboxes, this is useful when getting a dipli's boundbox where the objects worldspace matrix has no useful meaning.
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an empty list, rather then None when there is no datablocks.
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to a complete crash of Blender 2.43 under Windows XP
NMesh wasnt checking 16max material limit, also made collada import work with the user scripts dir.
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only useful for the ray sensor and the new rayCastTo() function provides better functionality
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scriptlinks by default
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This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc.
The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time.
The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
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I'm not sure about the intent for this one:
warning: too many arguments for format:
sprintf(md->name, "FluidParticleSystem", BLI_countlist(&ob->particlesystem));
Something for Janne ?
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Part of Patch 8557. Contributed by Cedric Paille. Thanks!
Still waiting for API doc for new attributes. Finger is poised
over Revert button...
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sneak in .. springs preload
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deform
Changing the mesh of an object that has a deform controller (armature) is now properly handled. The new mesh must have vertex groups matching the armature bones. In simple terms, the new mesh must deform correctly when you assign it to the object in Blender and you test the action. It will deform the same when you replace the object mesh during the game.
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problem since replacing the string length of int, with Py_ssize_t or long prevented the crash. worked around the problem by removing the PyString_AsStringAndSize command.
wizard_curve2tree - removing id properties didnt work. exit button used a callback it didnt need to.
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Unneeded size optimisation.
There's much better way to tackle this if it really is a problem.
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have been.
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for IPO's and curve edit mode.
Also retopo was running of curve transform was canceled.
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used for curve deform, but after conversion wasn't a curve anymore, and
there was no check for this.
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culling / z-depth
-Cut-brush didn't use depth testing at all, now it does, but unfortunately this changes the behavior of the brush so that cutting is not perfect for hairs that are partly visible from behind an edge of the emitter (this change effects the brush only when z-buf clipping is used of course)
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pointer comparisons in qsort. This works for glibc according to
the documentation, and appears to work on solaris too.
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-Handling of fluid particles was not coded at all
-Now things should work properly, but as fluid particles are not very familiar to me I'd appreciate some thorough testing
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were pointing away from the view.
deal with this by making 2 average vectors, one for front pointing faces, and another for back pointing faces,
also removed an unneeded acos().
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stuff used for peach to the standard <GL/glu.h>
the mesa stuff was needed for the machines for peach but its
not the stanard location of the headers, now that its not
needed were switching it back.
Kent
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rendering from the sequencer because a float buffer can be generated for some frames but not others depending on their contents.
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now automatically detects if a sequence of images is selected, and sets
the frames and image type to sequence.
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bugs here.
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least one instance where it happens, when dragging a link onto an
already taken socket, and the existing link being moved to a hidden
socket. Couldn't find other cases in testing, so assuming it's
fixed unless another case pops up.
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on with maximum values greater than 1.
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deleted (bad practice anyway). The actual deletion is now postponed until end of scene
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