Revision 933a19c by Thomas Dinges September 11, 2011, 10:00 (GMT) |
Game Engine: Fixed some more abbreviations in the UI. |
Revision 0383fb5 by Campbell Barton September 11, 2011, 08:28 (GMT) |
Revision ff04beb by Dalai Felinto September 11, 2011, 08:21 (GMT) |
partial fix for blenderplayer linking problems (decast retour) This fix the problem of linking the extern components for the KX module. The remaining linking issues are related to actual bad level access so the fix is a bit more complex. Remaining linking issues (osx cmake gcc) ########### Undefined symbols: "_buildNavMeshDataByDerivedMesh", referenced from: KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) _applyModifier in libbf_modifiers.a(MOD_navmesh.cpp.o) "_polyIsConvex", referenced from: _applyModifier in libbf_modifiers.a(MOD_navmesh.cpp.o) "_polyNumVerts", referenced from: KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) "_polyFindVertex", referenced from: KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o) ############ |
Revision c400046 by Campbell Barton September 11, 2011, 08:12 (GMT) |
speedup font drawing: for ascii characters in a utf8 string use glyph_ascii_table lookup rather than call blf_glyph_search(), otherwise fallback to blf_utf8_next() and blf_glyph_search(). |
Revision ee15419 by Campbell Barton September 11, 2011, 07:06 (GMT) |
fix for error in own commit r40108. |
Revision 5fdbfba by Campbell Barton September 11, 2011, 06:41 (GMT) |
replace magic numbers for flags for uiSetRoundBox(); |
Revision 5184476 by Dalai Felinto September 11, 2011, 05:54 (GMT) |
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags] |
Revision cfa83b0 by Campbell Barton September 11, 2011, 05:50 (GMT) |
use vertex arrays for 3d view grid floor, reduce calls to glColor3ubv. clanup some unrelated odd formatting in draw_rotation_guide. |
Revision 57fcea4 by Campbell Barton September 11, 2011, 05:10 (GMT) |
draw grid lines in 1 loop rather then 2. |
Revision dd31b32 by Campbell Barton September 11, 2011, 04:56 (GMT) |
change grid floor loop - split out axis drawing into its own loop (makes it more readable) - left GRID_MIN_PX at 1.0 by mistake last commit. |
Revision 6eaae37 by Campbell Barton September 11, 2011, 04:31 (GMT) |
simple changes to grid drawing logic. - make ortho grid drawing use vertex arrays - make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line. - make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason). - add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed. |
Revision 599cd56 by Campbell Barton September 11, 2011, 02:50 (GMT) |
minor edits / cleanup - no functional changes. - use 'const float *' and array size in some function declarations. - replace macros for BLI_math functions INPF, VECCOPY, VECADD etc. - remove unused VertRen.clip struct member. - remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3(). - use vertex arrays for drawing clipping background in the 3D viewport. |
Revision 3a5f227 by Campbell Barton September 11, 2011, 00:08 (GMT) |
cmake edits to navmesh so includes are not added unless the game engines enabled. |
Revision 75b3936 by Campbell Barton September 10, 2011, 23:49 (GMT) |
Revision 1e6dbb1 by Campbell Barton September 10, 2011, 23:06 (GMT) |
added section about editmode switching to gotchas |
Revision 6a11908 by Tamito Kajiyama September 10, 2011, 22:27 (GMT) |
Made an attempt to fix the long-standing issue of occasional infinite lines. This is still not the best solution, but seems to yield much better results. |
Revision e715a71 by xiao xiangquan September 10, 2011, 16:53 (GMT) |
fix the finnish language name |
Revision fbf3a76 by Sergey Sharybin September 10, 2011, 16:46 (GMT) |
Fix #28609: UV Sphere Operator Panel allow Segments and Ring to be manually set to 0 Set hard min for segments and rings to 3. Lower values doesn't make real sense and can only confuse. |
Revision 4e9381b by Sergey Sharybin September 10, 2011, 14:55 (GMT) |
Fixed for navmesh on FreeBSD. Oatch by sambler, thanks! |
Revision 782a7a3 by Sergey Sharybin September 10, 2011, 14:28 (GMT) |
Change priority for editor util library. Gave linking errors here. |
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