Blender Git Commits

Blender Git "master" branch commits.

Page: 3905 / 5574

September 10, 2011, 14:28 (GMT)
spelling corrections from Philippe Casteleyn
September 10, 2011, 14:12 (GMT)
Another set of fixes for recats: osx uses different order of arguments for sort_r
and it's callback.

Also do not use char constants like 'NAVM' which is casting to int.
And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
September 10, 2011, 13:36 (GMT)
Merged changes in the trunk up to revision 40096.

Conflicts resolved:
source/blender/makesrna/intern/rna_scene.c
source/blender/python/intern/CMakeLists.txt

Note for branch builders: Enabling Blender Player may cause linker errors.
September 10, 2011, 12:07 (GMT)
use vertex arrays for wireframe octahedral bone drawing.
September 10, 2011, 09:38 (GMT)
fix for building with collada and some other warnings
September 10, 2011, 09:21 (GMT)
Navigation Mesh Modifier:
* Fix scons define for operator append
* Don't use abbreviations in the UI.
September 10, 2011, 09:06 (GMT)
MSVC build fix by MiikaH for NAVMESH. Thanks! :)
September 10, 2011, 08:55 (GMT)
Dynamic Paint:
* Enabled modifier "Apply" button since it can now be used to apply displacement or output layers to the mesh.
* Default surface output names are now unique in case canvas has multiple surfaces of same type.
* Merged "face aligned" and "non-closed" brush options to a single "Project" toggle, available for "Proximity" brushes.
* Added more icons to user interface selections.
* Increased default proximity distance.
* Set proximity falloff ramp to only affect alpha by default.
* Removed some no longer required render ext. functions.
* Fix: geometry node vertex alpha didn't work unless "Vertex Color Paint/Light" was enabled from material.
September 10, 2011, 08:43 (GMT)
Recast & Detour UI:
* Panels showed up even if in non game engine mode, polls were missing!
September 10, 2011, 08:29 (GMT)
Small comment change, when built without Fluids.
September 10, 2011, 08:25 (GMT)
Compile fix for scons:
* Don't compile with navmesh_conversion.cpp if Game engine is disabled.
September 10, 2011, 07:58 (GMT)
Fixing bugs after Recast & Detour branch merge
*The eModifierType_NavMesh enum define was added before WeightVG ones, in ModifierType, breaking file load for WeightVG modifier. New modifier should always be added at the end of that enum!
September 10, 2011, 07:14 (GMT)
NAVMESH Modifier was not alphabetical correct in the modifier list, as the others.
September 10, 2011, 04:21 (GMT)
disable navmesh feature when building without the game engine.
September 10, 2011, 03:42 (GMT)
fixed linking with CMake
September 10, 2011, 03:07 (GMT)
recast and detour patch now builds again with GCC
- rearrange structs to work for 64bit
- define all vars before goto's
- ifdefs for qsort_r/qsort_s
- dont cast pointers to int only for NULL checks
- dont printf STR_String directly, get the char pointer from it

also minor change to gpu py module, no need to pass empty tuple to PyObject_CallObject, can just be NULL
September 10, 2011, 01:39 (GMT)
fix own mistake in recent commit, was using glIndexPointer incorrectly.
September 9, 2011, 22:47 (GMT)
Fixing bugs after Recast & Detour branch merge!!
* The new NAVMESH Modifier did not show any buttons, console printed errors instead!
* Poll of "PHYSICS_PT_game_obstacles" panel caused errors as well, self instead of cls was used as argument.
* Check to show/hide buttons in "WORLD_PT_game_physics_obstacles" panel did not worked due to wrong ENUM identifier ('None' instead if 'NONE')
* Moved "SCENE_PT_navmesh" panel out of properties_scene.py into the properties_game.py where it belongs and renamed it. Also, don't use abreviations in Panel Headers (Navmesh > Navigaion Mesh)
* Code cleanup, removed unnescecary code.
* bpy.types.Panel > Panel
Revision a7f3e34 by gsr b3d
September 9, 2011, 22:02 (GMT)
SVN maintenance.
September 9, 2011, 21:28 (GMT)
BGE: merge Recast & Detour branch (sock-2010-nicks).

Add navigation mesh capability to the BGE, both by logic bricks and python.
Add tools to creation navigation mesh in the creator:
- manualy
- automatically from existing mesh with "object.create_navmesh" operator
- automatically from existing mesh with "Navigation mesh" modifier
Editing navigation mesh is possible via special modifier edit mode.
Creation and modification of Navigation mesh is also possible at runtime in the BGE.

Documentation at http://wiki.blender.org/index.php/User:Nicks/Gsoc2010/Docs

Warning: No upgrade is provided for blend files created under the branch.
If you load a blend with navigation data created with a branch
build, it will likely crash blender or behave incorrectly.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021