Revision be92598 by Campbell Barton October 8, 2015, 08:05 (GMT) |
Off by one error in own recent commit |
Revision 8d108db by Sergey Sharybin October 8, 2015, 07:41 (GMT) |
Fix T46405: Cycles point density missing update when modifying source object |
Revision ac09800 by Sergey Sharybin October 8, 2015, 07:41 (GMT) |
Cycles: Fix for point density always using render settings for modifiers |
Revision 1d9de55 by Campbell Barton October 8, 2015, 07:19 (GMT) |
BKE_key: add BKE_key_from_id helper functions |
Revision 04c7894 by Campbell Barton October 8, 2015, 07:17 (GMT) |
Cleanup: remove unused fluidsim members |
Revision 58869a3 by Campbell Barton October 8, 2015, 07:15 (GMT) |
Add missing object ID loop pointers |
Revision b349297 by Campbell Barton October 8, 2015, 05:00 (GMT) |
File Read: de-duplicate command line file-load WM_file_read must support background mode already since it can be called by Python scripts in background mode. |
Revision a5e6311 by Campbell Barton October 8, 2015, 04:05 (GMT) |
BLI_path api, minor changes to CWD handling - BLI_current_working_dir's return value must be checked, since it may fail. - BLI_current_working_dir now behaves like getcwd, where a too-small target will return failure. - avoid buffer overrun with BLI_path_cwd, by taking a maxlen arg. |
Revision e47177e by Campbell Barton October 8, 2015, 03:42 (GMT) |
Cleanup: redundant code in anim player Was setting the path to a directory when no file was given - then checking its a loadable file. |
Revision 08f61b0 by Campbell Barton October 8, 2015, 03:22 (GMT) |
Cleanup: remove unused arg |
Revision 0499c5a by Campbell Barton October 8, 2015, 00:11 (GMT) |
Cleanup: headers |
Revision bfff1d7 by Campbell Barton October 8, 2015, 00:11 (GMT) |
Cleanup: typos |
Revision 0a3c342 by Campbell Barton October 7, 2015, 23:46 (GMT) |
Fix T46410: VSE Mask ignores animated properties |
Revision 8918e08 by Campbell Barton October 7, 2015, 23:16 (GMT) |
Fix T46408: Transform (bicubic) ID channel fails |
Revision 27ff2be by Campbell Barton October 7, 2015, 22:05 (GMT) |
UI: no need to update drag-edit for scroll buttons |
Revision 720d452 by Porteries Tristan October 7, 2015, 20:14 (GMT) |
BGE : Collision mask support in raycast + and raycast cleanup. I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" : ``` rayCast(to, from, dist, prop, face, xray, poly, mask) ``` It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast. test file : {F237337} left mouse click on two planes and see console messages. Somewhat more elaborate test file by @sybren: {F237779} Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups. Reviewers: moguri, hg1, agoose77, campbellbarton, sybren Reviewed By: agoose77, campbellbarton, sybren Subscribers: campbellbarton, sergey, blueprintrandom, sybren Projects: #game_engine, #game_physics Differential Revision: https://developer.blender.org/D1239 |
Revision 7a06613 by Philipp Oeser / Julian Eisel October 7, 2015, 19:20 (GMT) |
Fix T46402: UILists fail to scroll using click+drag |
Revision d588235 by Bastien Montagne October 7, 2015, 18:50 (GMT) |
Cleanup of BKE_library_foreach_ID_link. This func is long enough, there's no real need to make it even longer with verbose local varnames and multi-line for loops... Also, avoid mono-leters names as well for data pointers. |
Revision 0e290d7 by Campbell Barton October 7, 2015, 08:40 (GMT) |
Fix T46401: bad step size w/ radians |
Revision 0d36233 by Mitchell Stokes October 7, 2015, 05:22 (GMT) |
Fix for T41536: 2.71 getActionFrame no longer returns frames accurately We now keep actions around when they are finished playing so scripts can still get access to information such as the current frame. Playing a new action in the same layer still overwrites the previous action as before this commit. Using an explicit KX_GameObject.stopAction() will free the memory. The action is also freed when the KX_GameObject is freed as before. |
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