Blender Git Commits

Blender Git "master" branch commits.

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May 11, 2009, 05:35 (GMT)
2D Cutout Image Importer
from Kevin Morgan (forTe)

imports images as quads in the 3D view

made some changes
- images that fail to import give an error popup rather then a script error
- extension input is only shown for batch directory importing
- extension comparison is now case insensitive
- importing images from "/" failed, (bug in Blender.sys.dirname), use os.path.dirname since os is needed for batch import in other places.
- disable Esc for quitting because escaping from the file selector would quit the script too.
Revision 2ed2426 by Joshua Leung
May 11, 2009, 05:18 (GMT)
2.5 - RNA Bugfix 2 (for Keyframing):

Now properties in nested structs should be able to be keyframed (i.e. AO in World, and SSS in Materials). Added an extra method to RNA for this to work.
May 11, 2009, 05:10 (GMT)
bolt wizard from Aaron Keith (Spudmn), edits from Brendon and myself.

Minor changes are...
- default size is smaller then it was but still too big IMHO, presets are huge.
- deselect all objects and make the new bolt active
- place the new bolt at the 3D cursor location
Revision 8e33567 by Joshua Leung
May 11, 2009, 02:26 (GMT)
2.5

* Broke compiling on previous fix...
* Starting fix for nestled structs...
Revision 5c96cd0 by Joshua Leung
May 11, 2009, 02:07 (GMT)
RNA Bugfix: (Brecht, please check over these fixes...)

Fixed one of the causes of keyframes not being able to be inserted. For ID-types where inheritence of the basic wrapping of the struct (i.e. for Lamp blocks, shadow and other lamp-type specific settings were only defined in subclasses of the Lamp struct), the RNA_id_pointer_create() function now performs additional refinement of the PointerRNA so that the pointer will be resolved correctly to allow access to these settings.

The other case which is unresolved for now is nestled structs. The RNA_path_from_ID_to_property() needs modification for this, but dunno how yet.
May 11, 2009, 00:56 (GMT)
new script to copy the active object to all other selected objects transformation.

When turning many assets into DupliGroups there was no way to do this other then manually copying the loc/size/rot for each object manually.
May 11, 2009, 00:19 (GMT)
update script templates for new BGE api attributes
May 10, 2009, 22:51 (GMT)
May 10, 2009, 22:33 (GMT)
use the same sequence mapping types as CListValue, hopefully this means it will build on different python versions
May 10, 2009, 22:06 (GMT)
Linux compilation problem
May 10, 2009, 21:30 (GMT)
Linux compilation problem, better fix
May 10, 2009, 21:22 (GMT)
changes to get benoits logic updates building on scons with gcc
May 10, 2009, 21:02 (GMT)

*new generic raytrace API
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)

On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage
May 10, 2009, 20:53 (GMT)
BGE performance, 4th round: logic

This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or
full scan. The logic engine is now free of memory allocation, which is
an important stability factor.

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster

May 10, 2009, 15:23 (GMT)
remove unneeded vars and wasn't returning on some errors
May 10, 2009, 12:12 (GMT)
2.5 Buttons:

*Added initial material buttons (Material Color, Ray Transparency, Ray Mirror, Subsurface Scattering)
Only works for default material atm.

*some layout tweaks to the lamp panels.
May 10, 2009, 08:53 (GMT)
Merged 2.5.
May 10, 2009, 01:48 (GMT)
deprecate controller.getActuator(name) and controller.getSensor(name) for
controller.actuators[name] and controller.sensors[name]

Made a read-only sequence type for logic brick sensors and actuators which can access single items or be used like a list or dictionary.
We could use a python dictionary or CValueList but that would be slower to create.

So you can do...
for s in controller.sensors: print s

print controller.sensors["Sensor"]

print controller.sensors[0]

sensors = list(controller.sensors)

This sequence type keeps a reference to the proxy it came from and will raise an error on access if the proxy has been removed.
May 9, 2009, 21:54 (GMT)
BGE Dome: Reducing FBO size to warped meshes.

Commit 20099 started using a FBO way too big.
According to Paul Bourke this is how it's done in other Engines:

Projectors HD:
1920x1050 - buffersize = 1024; FBO size = 2048
1400x1050 - buffersize = 1024; FBO size = 2048

Projectors XGA:
1024x768 - buffersize = 512; FBO size = 1024

Now in Blender Game Engine we are using:

Projectors HD:
1920x1050 - buffersize = 1050; FBO size = 2048
1400x1050 - buffersize = 1050; FBO size = 2048

Projectors XGA:
1024x768 - buffersize = 768; FBO size = 1024

(I guess I should be committing code to the ge_dome branch instead of the trunk. I feel bad doing all those adjustments in a hurry to 2.49 final release in the trunk. That is ok, right?)
May 9, 2009, 21:04 (GMT)
BGE Dome: Allowing FOV different from 180º for Truncated Domes

*) a small note:

In the end it turned out that we have upright and downright domes out there.
So I may rearrange the order of the gui later:
(1 = fisheye, 2 = truncated up, 3 = truncated down, 4 = envmap, 5 = spherical panoramic)

I don't plan to do a doVersion() for that, so if you are using it already keep in mind that the modes may change before 249 final release.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021