Revision a4548d3 by Lukas Toenne January 28, 2013, 12:34 (GMT) |
Fix for the is_registered_optional property of RNA functions, now only returns true for actually optional functions. |
Revision 1c2d5ee by Campbell Barton January 28, 2013, 12:24 (GMT) |
fix for rigid body assuming active object would be selected, also don't check length of selected objects in poll function (getting and throwing away object selection array on every redraw is no good). |
Revision 0bf264f by Lukas Toenne January 28, 2013, 12:18 (GMT) |
Fix for errors caused by fixing RNA function register flags. Default UIList class now has a dummy draw_item callback. Panel draw_header is now optional (most panel classes don't define it). |
Revision c8d29c1 by Lukas Toenne January 28, 2013, 12:17 (GMT) |
Fix for RNA FUNC_REGISTER/FUNC_REGISTER_OPTIONAL flags: The test in bpy validation of classes actually always passed for mandatory functions. This only worked since they all use fallback default implementations internally. |
Revision 8445a56 by Campbell Barton January 28, 2013, 12:15 (GMT) |
use more conventional names in rigid body script. |
Revision 753890d by Sergej Reich January 28, 2013, 11:56 (GMT) |
rigidbody: Don't show dialog for "Connect" operator Use redo last panel to change settings now. This is more in line with how the rest of blender operates. Also fix tootip |
Revision f44b786 by Campbell Barton January 28, 2013, 11:52 (GMT) |
add mathutils function to intersect 2 circles. Converted to C from a python script by Alex Fraser. |
Revision 9b2c0f0 by Bastien Montagne January 28, 2013, 08:58 (GMT) |
Fix for a nasty glicth found by Irie Shinsuke in Freestyle branch. Headerless panels are not supposed to be closed ever. But if user saves a blend with a stardard panel closed, then dev decides to make this panel headerless, when user open again its blend, the panel is closed and has no more header, so it becomes invisible! This commit simply checks, at draw time, that a headerless panel is never closed (and repoen it if necessary)! |
Revision 2e822e3 by Campbell Barton January 28, 2013, 06:56 (GMT) |
add collision masks to copy-game-physics settings. (another GGJ missing feature :) ) |
Revision 6aece07 by Dalai Felinto January 28, 2013, 06:44 (GMT) |
[BGE Controllers] reverting my own commits #54103 and #54102, no longer necessary after rev/fix #54136 |
Revision a1a8e43 by Campbell Barton January 28, 2013, 06:39 (GMT) |
BGE Py API docs: correct references to bge.keys |
Revision 7f9b650 by Campbell Barton January 28, 2013, 06:34 (GMT) |
fix for usability issue - navmesh would create the new object on the first layer, rather then the layer of the source object(s). |
Revision 388a364 by Campbell Barton January 28, 2013, 06:06 (GMT) |
fix annoyance noticed at the global-game-jam, adding controllers would remember previous name. Would add 'And' controllers and name them 'Python1' for eg. |
Revision c37bc8f by Campbell Barton January 28, 2013, 04:10 (GMT) |
minor optimization - don't do double lookups on vertex mask layer for vert_mask_get(), vert_mask_set(). add an assert because if the mesh is in an invalid state the mask layer can exist but the mask pointer still be NULL (noticed this while looking into a different bug). |
Revision 67c2cd9 by Joshua Leung January 28, 2013, 02:48 (GMT) |
Made the tooltip for rigid body constraint "Connect" operator clearer Previously it wasn't clear what it was supposed to be doing, or what was required for it to work. TODO: figure out why the operator redo settings panel won't work. The workflow here is still a bit clunky. |
Revision 774ff1c by Campbell Barton January 28, 2013, 01:59 (GMT) |
style cleanup: also remove unneeded NULL check. |
Revision d57846e by Joshua Leung January 28, 2013, 01:41 (GMT) |
visualkey_can_use() now uses proper booleans |
Revision 3a1ee13 by Dalai Felinto January 28, 2013, 01:26 (GMT) |
BGE Profile : visual feedback bars and improvements You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now) |
Revision f64124c by Joshua Leung January 28, 2013, 01:02 (GMT) |
Visual Keyframing now works for rigid body objects too |
Revision 6ff0d15 by Tamito Kajiyama January 27, 2013, 21:51 (GMT) |
Freestyle Python API improvements. StrokeAttribute class methods were renamed from camel case to lower case plus underscore. Also made changes to shaders.pyTVertexOrientationShader that uses the affected methods. |
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