Blender Git Commits

Blender Git "master" branch commits.

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Revision ab3339f by Joshua Leung
May 3, 2009, 11:46 (GMT)
NLA SoC: Initial commit of changes for the way NLA is evaluated

* Recoded the flags for NLA-Strips to take into account the new design directions
* Modified parts of the evaluation pipeline to reflect this
May 3, 2009, 11:25 (GMT)
Bugfix #18671

Texture Nodes: the option to use nodes was also visible for textures
on world, lamp, brush. Since it only works for Materials now, I've made
the button disappear then.


May 3, 2009, 09:21 (GMT)
fixes for bugs submitted by BGE users, fixes by myself and Mitchell Stokes
- when the attribute check function failed it didnt set an error raising a SystemError instead
- Rasterizer.getMaterialMode would never return KX_BLENDER_MULTITEX_MATERIAL
- PropertySensor value attribute checking function was always returning a fail.
- Vertex Self Shadow python script didnt update for meshes with modifiers.
May 3, 2009, 09:03 (GMT)
[#18492] Old 3dView painting does't work anymore.
use flag the wrong way
Revision 99cc61e by Joshua Leung
May 3, 2009, 02:27 (GMT)
Fix for Bug #18658: | character in buttons allowing text input was being interpreted as the "menu-name | hotkey" delimeter used for menus, giving incorrect results.

This commit fixes the issue in 2.5 only. A similar fix will need to be backported/coded for trunk?
May 2, 2009, 21:11 (GMT)
[#18191] VSE: when moving a project containing a relative path Audio RAM strip, it is still pointing old file
Its a bit silly its not using the name from the file selector alredy (which has been made relative), but this fixes the bug.
May 2, 2009, 19:46 (GMT)
fix for a painting bug where disabled culling & occlusion would not paint onto backfaces
also use the math floating point functions sqrt -> sqrtf, fmod -> fmodf etc.
May 2, 2009, 15:09 (GMT)
BGE PyController module type.
- Added support for any number of attributes, this means packages are supported automatically.
so as well as "myModule.myFunc" you can do "myPackage.myModule.myFunc", nested packages work too.
- pass the controller to the python function as an argument for functions that take 1 arg, this check is only done at startup so it wont slow things down.

added support for
May 2, 2009, 04:53 (GMT)
BGE Py API patch from Mitchell Stokes, add distance attribute to the radar sensor, dont use 'continue' because its a python keyword.
removed (ssizeobjargproc) it breaks py2.3
Revision 4cf8900 by Joshua Leung
May 2, 2009, 04:51 (GMT)
F-Curve Modifiers - Per-Modifier Muting:

It is now possible to mute individual modifiers so that they will not contribute to the final result.
Revision 4b025d6 by Matt Ebb
May 2, 2009, 04:20 (GMT)
* Added a new F-Curve modifier type: Noise

Thanks Aligorith for making such an easy to use system!

http://mke3.net/blender/devel/2.5/fcurve_noise_modifier.mov
Revision 76cedc4 by Matt Ebb
May 2, 2009, 03:09 (GMT)
* Added a list of OS X volumes to the file selector bookmarks pane, consistent with the drive letters on Windows. Currently this list only gets refreshed on Blender startup, hopefully this can be worked on but for now at least it's better than having to manually navigate to /Volumes/...

http://mke3.net/blender/devel/2.5/fileselect_volumes.png
May 2, 2009, 02:40 (GMT)
BGE Py API patch from Mitchell Stokes, adds extra attributes and docs
May 1, 2009, 20:34 (GMT)
BGE performance:

- Vast performance increase when removing scene containing large number of
objects: the sensor/controller map was updated for each deleted object,
causing massive slow down when the number of objects was large (O(n^2)).
- Use reference when scanning the sensor map => avoid useless copy.
- Remove dynamically the object bounding box from the DBVT when the object
is invisible => faster culling.
May 1, 2009, 19:02 (GMT)
BGE: work around a problem with DBVT culling when graphic objects are rescaled. This happens when objects with very diverse scale are instantiated with dupligroup. The problem remains when the objects are rescaled during the game. The effect of the problem is an inefficient culling: objects can have a bounding box larger than needed. Patch to fix the problem is filed at Bullet forum.
May 1, 2009, 16:59 (GMT)
May 1, 2009, 16:35 (GMT)
BGE: New function GameLogic.setMaxLogicFrame() to allow better control over the time spent on logic.

This function sets the maximum number of logic frame executed per render frame.
Valid values: 1..5

This function is useful to control the amount of processing consumed by logic.
By default, up to 5 logic frames can be executed per render frame. This is fine
as long as the time spent on logic is negligible compared to the render time.
If it's not the case, the default value will drag the performance of the game
down by executing unnecessary logic frames that take up most of the CPU time.

You can avoid that by lowering the value with this function.
The drawback is less precision in the logic system to physics and I/O activity.

Note that it does not affect the physics system: physics will still run
at full frame rate (actually up to 5 times the ticrate).
You can further control the render frame rate with GameLogic.setLogicTicRate().
Revision 1c6cd47 by Kent Mein
May 1, 2009, 15:19 (GMT)
Fix linking issue with gameplayer.

Kent
May 1, 2009, 14:19 (GMT)
[#18654] different behaviour if script is called from (1) Menu (2) TextEditor (3) ScriptsWindow [including crash!]
bugfix, simple NULL check
Revision 792449f by Joshua Leung
May 1, 2009, 11:57 (GMT)
2.5 - Restored access to the Image-Type setting

This has been wrapped under Scene.RenderData, and can currently be accessed under the 'Image' panel in the Scene settings.

As in the old code, image types are only included if they are enabled when compiling. Also note that image-type specific settings have not been wrapped yet.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021