Blender Git Commits

Blender Git "master" branch commits.

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Revision 6ef603f by Matt Ebb
May 1, 2009, 06:24 (GMT)
* Some tiny tweaks to the padding around buttons window
May 1, 2009, 04:55 (GMT)
add blendfile dirs to the sys.path without the scripts subdir
April 30, 2009, 20:02 (GMT)
BGE bug fix: when a dynamic object is parented to a compound shape and then unparented, it jumps at the position it had before the parenting.
April 30, 2009, 19:00 (GMT)
BGE bug #18091: Hitbox of object X doesn't move along when object X is parented to object Y.
April 30, 2009, 17:27 (GMT)
2.5

Cleanup of conventions for icon placement in menus.

Old code only allowed 1 icon per menu, forcing to pass on the sublevel
menu icon with exception handling.

Now sublevel icons are drawn automatically, allowing to add an icon
before name too. (Check shift+a menu)

April 30, 2009, 16:44 (GMT)
2.5

Two fixes:

- objects in editmode now update data on saving .blend
- uifonts and uistyles were not freed yet on reading files
yet.

April 30, 2009, 15:27 (GMT)
supporting warp data files with tabs instead of spaces.
April 30, 2009, 12:51 (GMT)
2.5

Bug reported by Joshua: quitting Blender via window header quit widget
didn't free editmode stuff.

April 30, 2009, 12:45 (GMT)
added Geometry as a BGE module, removed its dependency on gen_utils.c
April 30, 2009, 11:47 (GMT)
2.5

Transform helpline and experimental drawing code to indicate direction of motion for specific transformations.
April 30, 2009, 11:33 (GMT)
2.5

Bugfix, thanks to report from M Fox: Saving file in editmode
could crash on load, because editobject pointer in scene was
not cleared on file reading.

April 30, 2009, 10:41 (GMT)
enable game engine and player by default
Revision 4ff5855 by Joshua Leung
April 30, 2009, 10:22 (GMT)
2.5 - Icons Add Object Menu

A little experiment in putting icons on this menu as per a mockup from William.

However, it appears that there is a minor bug here though with the menu drawing code. I've deliberately left the Mesh entry without an icon for now to illustrate part of the problem (note the placement of the icons for curves and surfaces)
April 30, 2009, 10:18 (GMT)
SCons
* add missing arguments
April 30, 2009, 10:11 (GMT)
Second trial to get an OK menu work to allow people to decide whether
or not to use a 2.5+ saved file in 2.49. Apparently the msvc linker
was choking on it?

April 30, 2009, 08:02 (GMT)
BGE fux #17796: Glsl + bones + set smooth = bug on vertext groups.
April 30, 2009, 08:01 (GMT)
BGE Python sys.path for the blenderplayer and blender
sys.path is the search path for python modules. This is useful so people making games can put all their scripts in a folder and be sure they will always load into the BGE.

for each blend file a scripts directory is added to the path
/home/me/foo.blend
will look for modules in...
/home/me/scripts/*.py

It could also default to look for modules in the same directory as the blend file but I think this is messy.
Added a note in the tooltip about //scripts so its not such a hidden feature.

This works by storing the original sys.path, then adding the paths for the blendfile and all its libs,
when a new blendfile is loaded, the original sys.path is restored before adding the blendfiles paths again so the sys.path wont get junk in it.

One problem with this - when using linked libs the module names must be unique else it will load the wrong module for one of the controllers.

also fixed 2 bugs
- sys.path in the blenderplayer was growing by 1 for every file load in blenderplayer
- the relative path (gp_GamePythonPath), wasnt being set when loading files in the blenderlayer (as I wrongly said in the last commit).
April 30, 2009, 03:46 (GMT)
BGE 2dFilters: Revert of part of own commit [rev. 19687]

Therefore we still need to find a better way to solve this problem:
[#18154] 2dFilter and motion blur should run only once to all the scenes:
http://projects.blender.org/tracker/?func=detail&aid=18154&group_id=9&atid=127
April 30, 2009, 02:41 (GMT)
BGE Dome update. Spurious black seams (finally) fixed.
The solution is a hack. It's a workaround for another bug (#18655).
Now it's working in all modes: fullscreen, maximized screen and gameplayer.

* small change to always set the perspective mode as true during dome mode.
Revision d8625fb by Matt Ebb
April 30, 2009, 02:14 (GMT)
* trying out a little 'gripper' draw style for the screen splitter triangle
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