Blender Git Commits

Blender Git "master" branch commits.

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October 8, 2015, 08:05 (GMT)
Off by one error in own recent commit
October 8, 2015, 07:41 (GMT)
Fix T46405: Cycles point density missing update when modifying source object
October 8, 2015, 07:41 (GMT)
Cycles: Fix for point density always using render settings for modifiers
October 8, 2015, 07:19 (GMT)
BKE_key: add BKE_key_from_id helper functions
October 8, 2015, 07:17 (GMT)
Cleanup: remove unused fluidsim members
October 8, 2015, 07:15 (GMT)
Add missing object ID loop pointers
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.
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.
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.
October 8, 2015, 03:22 (GMT)
Cleanup: remove unused arg
October 8, 2015, 00:11 (GMT)
Cleanup: headers
October 8, 2015, 00:11 (GMT)
Cleanup: typos
October 7, 2015, 23:46 (GMT)
Fix T46410: VSE Mask ignores animated properties
October 7, 2015, 23:16 (GMT)
Fix T46408: Transform (bicubic) ID channel fails
October 7, 2015, 22:05 (GMT)
UI: no need to update drag-edit for scroll buttons
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
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.
October 7, 2015, 08:40 (GMT)
Fix T46401: bad step size w/ radians
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021