Revision ecacef3 by Ton Roosendaal May 19, 2009, 15:40 (GMT) |
Last minute mini feature: Expanded the "10-timer" (ALT+CTRL+T) with two new test options: - Draw entire window - Anim step The latter will only call animation system, no drawing. Added this to match the testing menu in 2.5 too, so we can get good reference performance tests. |
Revision 2a055ca by Thomas Dinges May 19, 2009, 15:38 (GMT) |
2.5: * Added new modifier tab. * Fixed problems when no object was selected after delete. * Added initial Armature, Bone, Curve and Font panels, by William Reynish (Billrey). Thanks! * Small RNA changes * Commit revision 20240 and 20268 from trunk. ("Mouse wheel zoom lost after rendering.") |
Revision 1b6bfa6 by Ton Roosendaal May 19, 2009, 15:37 (GMT) |
2.5 Added new entry in 10-timer: 'Anim Step'. This will only call the animation system itself, no drawing. |
Revision 17d0c09 by Ton Roosendaal May 19, 2009, 12:54 (GMT) |
2.5 Brought back the "Ten Timer" test, a useful debugging utility to keep track of drawing speed. Currently assigned like 2.4x to ALT+CTRL+T Added new option to also test speed of drawing entire Window. |
Revision 1a16fb1 by Campbell Barton May 19, 2009, 07:16 (GMT) |
BGE Py API use PY_SET_ATTR_FAIL and PY_SET_ATTR_SUCCESS return values so the fake subclassing can know if a value failed to be set or if it was missing from the type. (with PY_SET_ATTR_MISSING) Also noticed some other mistakes. - KX_LightObject, setting the type didnt check for an int. - KX_SoundActuator, didnt return an error when assigning an invalid orientation value - KX_GameObject, worldOrientation didnt return an error value. |
Revision 5bd4b25 by Benoit Bolsee May 19, 2009, 06:48 (GMT) |
BGE bug #18762 fixed: softbody. An incompatibility between the soft body deformer and other types of deformer was causing the soft body to disappear in the game. This was the case when the soft body had an armature or simply vertex groups. |
Revision def3375 by Campbell Barton May 19, 2009, 05:07 (GMT) |
recorded game physics ipo's also have the same problem FBX export had with eulers rotations http://www.graphicall.org/ftp/ideasman42/game_euler.png - dont calculate handles for key added (it does them all at the end). - was doing twice the number of curve lookup's per frame as was needed. - test handles function that runs at the end was converting to ipo transformation values for no reason. - when adding new curves set them to linear interpolation. |
Revision b7fe325 by Joseph Eagar May 19, 2009, 00:33 (GMT) |
some stability stuff related to undo, and more extrude stuff works |
Revision 2ac81cc by Benoit Bolsee May 18, 2009, 21:32 (GMT) |
BGE soft body: give access to the soft body collision margin in the Advanced panel. By default the collision margin is set to 0.25, which causes the soft body to somewhat float above the ground. You can decrease this value to get more realistic collision. Note that the algorithm may become unstable with lower margin. |
Revision 379f02f by Dalai Felinto May 18, 2009, 21:05 (GMT) |
CMake + MSVC debug build fix Initializing lResult = 0; and removing NOP (if(!lResult) lResult = 0; That was discussed with Genscher and Benoit in IRC. |
Revision d35a556 by Dalai Felinto May 18, 2009, 20:23 (GMT) |
Bug fix for: [#18761] GLSL Negative light option in Blender does not work in the GE |
Revision 96348bc by Diego Borghetti May 18, 2009, 19:47 (GMT) |
Commit revision 20062 and 20109 from trunk, also fix a small memory error on interface, was try to free an incorrect pointer. |
Revision 4022380 by Thomas Dinges May 18, 2009, 18:20 (GMT) |
2.5 UI: * Added new Buttons Tab "Bone" for Armature objects. * Validation of buttons selection, when object selection is changed. * added missing notifier for camera type and small layout change to the panel. * more shading color changes for menu and checkbox. |
Revision 0cd511e by Ton Roosendaal May 18, 2009, 16:42 (GMT) |
2.5 Text drawing in 3D window fixed, using BLF default font (yes, nice AA'ed fonts too :) Solved it by gathering all strings that needs to be drawn for an object, and then draw in end of object drawing, in pixelspace. Also cleaned up some of the code for projecting 3d coords, much nicer now (mat stored in region-view3d) |
Revision a8c0b74 by Joseph Eagar May 18, 2009, 15:53 (GMT) |
fixed a few of the memory leaks |
Revision b99948d by Joseph Eagar May 18, 2009, 15:13 (GMT) |
add primitives works again. also switching selection modes almost works correctly, going from edge mode to vert messes up selection though. |
Revision 5e1fba0 by Joseph Eagar May 18, 2009, 14:55 (GMT) |
extrude works now, though vert extrude does not. still plenty of work needed on this code. also did some work on the select infrastructure; the bmesh api now tracks the number of selected verts/edges/faces. |
Revision 9c8f09d by Campbell Barton May 18, 2009, 14:20 (GMT) |
bug in copy weight group since 2.44, accessing free'd memory. |
Revision 65bd48c by Campbell Barton May 18, 2009, 11:15 (GMT) |
[#18778] Lattice Vertex Groups Don't get deleted fixed 'Copy Group' for lattice too. |
Revision 41ada2b by Joseph Eagar May 18, 2009, 10:42 (GMT) |
small msvc project files update, though heh I don't compile with these, just use them for debugging, so no idea if they still work :) |
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