Revision 8c8579d by Maxime Curioni April 8, 2009, 20:19 (GMT) |
Made the calculation of the number of available style modules more robust |
Revision 24f1355 by Benoit Bolsee April 8, 2009, 20:10 (GMT) |
Fix gcc compiling problem with C++ syntax in KX_Dome.cpp. |
Revision 41b8259 by Brecht Van Lommel April 8, 2009, 18:48 (GMT) |
2.5: clipboard fix to only do the conversion to rn line endings on windows. |
Revision 25d0720 by Brecht Van Lommel April 8, 2009, 18:45 (GMT) |
2.5: * Fix to make python panels callbacks get the actual blender Panel as an argument, instead of any instance. * Fix for callback validation in python 2.5, worked OK in python 3.0 but gave error in 2.5 because it's a method instead of a function there. |
Revision 1ee970e by Campbell Barton April 8, 2009, 17:40 (GMT) |
small bge edits - Only try and remove light objects from the light list. - Only loop over mesh verts once when getting the bounding box - dont return None from python attribute localInertia when theres no physics objects. better return a vector still. - add names to send message PyArg_ParseTuple functions. |
Revision 997624c by Maxime Curioni April 8, 2009, 17:32 (GMT) |
Corrected crash when calculating number of available style modules |
Revision db33320 by Benoit Bolsee April 8, 2009, 16:57 (GMT) |
BGE patch #18350: Add sendMessage() to GameLogic. Added sendMessage to both GameLogic and KX_GameObject. |
Revision d979085 by Ton Roosendaal April 8, 2009, 16:51 (GMT) |
2.5 - Updated panel tabbing code to at least make it work again - And some more minor UI tweaks |
Revision 9b3b52d by Brecht Van Lommel April 8, 2009, 16:40 (GMT) |
RNA: * Added the build system code to compile files named editors/*/*_api.c into the makesrna preprocessing. The reason to do this is to keep operators and API close together, but it doesn't fit well with the build system, especially Makefiles use an ugly hack here. * Some fixes to pass an RNA AnyType through the API, this will give a PointerRNA, for use in the interface code for example. * Added RNA wrapping of some UI template code as a test. |
Revision 3708501 by Benoit Bolsee April 8, 2009, 16:25 (GMT) |
BGE patch #18051: add localInertia attribute to GameObject. |
Revision 2074128 by Benoit Bolsee April 8, 2009, 15:06 (GMT) |
Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE. User guide: http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera Fixed two bugs from original patch: - deleting a text will clear the warp field from Game framing settings - removed spurious black dots along the edge of the cube map in the gameplayer Known limitation: - resizing of the screen doesn't work in the gameplayer Known bugs: - Texture with reflexion are not rendered correctly - Spurious problems with light |
Revision 4b2072b by Joshua Leung April 8, 2009, 12:35 (GMT) |
Animation Editors: Restored operators to expand and collapse channels There are two operators: one for expanding channels and one for collapsing them. These operators each have a property, "All", which specifies if they should expand/collapse all channels regardless of selection. TODO: * A few of the sub-object channel types still needs to be supported by this. |
Revision 0f4a07a by Joshua Leung April 8, 2009, 12:01 (GMT) |
Builtin KeyingSets Bugfix: * Builtin KeyingSet for Scale works now. Was using the wrong RNA-paths * Added LocRotScale builtin KeyingSet |
Revision 4b77f95 by Benoit Bolsee April 8, 2009, 08:22 (GMT) |
Fixed scons and cmake after BGE scenegraph and culling improvements. |
Revision ad2c860 by Joshua Leung April 8, 2009, 01:07 (GMT) |
Graph Editor: 'Ghost Curves' functionality from Apricot This feature takes a 'snapshot' of the visible+selected F-Curves, and displays these in the background as 'ghosts curves' in the background. Such curves are drawn semi-transparent, slightly darker, and with dotted lines. To use, simply click the 'curve' button beside the Auto-Snapping selector. To clear, simply click that button again (with a different icon now). These 'ghost curves' are stored per Graph Editor instance, and are not saved to file (i.e. per session only). They are useful to be used as guides when refining the shape of existing curves. |
Revision c80133e by Campbell Barton April 7, 2009, 23:22 (GMT) |
Added a message when people try build docs outside of blender |
Revision e063682 by Campbell Barton April 7, 2009, 23:21 (GMT) |
gcc wouldn't compile using a reference |
Revision 51b4145 by Benoit Bolsee April 7, 2009, 22:14 (GMT) |
BGE Scenegraph and View frustrum culling improvement. This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements. |
Revision 4869857 by Martin Poirier April 7, 2009, 20:05 (GMT) |
etch-a-ton Use head not tail normal for bone orientation. Simplify roll to normal a bit. |
Revision 14e3b04 by Benoit Bolsee April 7, 2009, 19:57 (GMT) |
MSVC9 project file update |
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