Blender Git Commits

Blender Git "master" branch commits.

Page: 4740 / 5574

March 23, 2009, 20:19 (GMT)
RNA: fix some warnings, return with void value in a void function.

Revision 80319e5 by Kent Mein
March 23, 2009, 19:52 (GMT)
Added BF_PROFILE (same name as in scons files) option.
Set it to true to build with -pg

Also I added CCFLAGS to final link of targets. Not sure why it wasn't there before.

Kent
Revision 617bb7a by Kent Mein
March 23, 2009, 18:11 (GMT)
Another patch by GSR
Just some minor cleanups.

Kent
March 23, 2009, 17:50 (GMT)
irix/scons: use $LCGDIR/sdl instead of $LCGDIR/SDL.
Fixed bug #18293: SDL files under lib for irix-6.5-mips are included twice

March 23, 2009, 14:39 (GMT)
Python:
* Fix for not printing syntax error when running script
from the text editor, and crash on exit. Campbell, please
check if this is OK?

March 23, 2009, 13:28 (GMT)
Python
* Add support for setting RNA pointers.
* Fix __repr__ for structs and properties, it was printing
a garbage string here, but not sure I did what was intended.

March 23, 2009, 13:24 (GMT)
RNA:
* Allow pointers to be editable, did SpaceTextEditor.text as a test.
* Changed PROP_NOT_EDITABLE to PROP_EDITABLE, and added
RNA_def_property_clear_flag.
* Removed rna_dependency.c test code.

March 23, 2009, 11:10 (GMT)
RNA: added CloudsTexture as an example.

March 23, 2009, 11:08 (GMT)
RNA: Code for Texture inheritance, some cleanups.

March 23, 2009, 06:00 (GMT)
Speedup for bullet physics mesh conversion
Was adding each face with a remove doubles option that made conversion increasingly slower for larger meshes, this would often hang blender when starting with the BGE with larger meshes.

Replace btTriangleMesh()->addTriangle() with btTriangleIndexVertexArray()

YoFrankie level_1_home.blend starts a third faster, level_nut about twice as fast.

- previous commit was also incorrect using the original meshes vert locations rather then the vert locations that came from the derived mesh.
- Softbody is relying on removing doubles at 0.01 to give stable results, this no longer works but seems a bit dodgy anyway. Maybe some post-processing filter could fix up a mesh for bullet softbody.

Revision baf12bf by Michael Fox
March 23, 2009, 03:14 (GMT)
2.5
*******
- added descriptions to view3d operators
- fixed up the object select menu
- fixed a few typos
March 23, 2009, 01:01 (GMT)
Finished porting etch-a-ton to 2.5

Changes: Gestures are now Shift-ActionMouse (doing it with SelectMouse required a bit of juggling and triggered a display glitch that I'll try to debug later)

Everything else should be as functional as in trunk, apart from the dotted rubber band line which doesn't update while the view is rotated and only the current area getting redrawn while drawing (the later should be easy to fix).
Revision a083d7c by Joseph Eagar
March 23, 2009, 00:28 (GMT)
small fix of wrong opslot name
Revision fe1169f by Michael Fox
March 22, 2009, 23:41 (GMT)
2.5
******
ported object ops to new naming conventions
March 22, 2009, 23:39 (GMT)
MSVC project files updated for ffmpeg 0.5 and armature. You must also update lib/windows.
Revision 52fc6d7 by Joseph Eagar
March 22, 2009, 23:16 (GMT)
removed all those nasty enums from the operator api. yay! I'm
so happy. so now operators and their slots are referred to by
string names. so much easier to remember!
Revision a498017 by Michael Fox
March 22, 2009, 22:07 (GMT)
2.5
*******
added decriptions to object and groups operators
March 22, 2009, 21:36 (GMT)
BGE API cleanup: add support for attribute set/get through functions only.
March 22, 2009, 21:06 (GMT)
only write tex plugin and envmap data to file if texture is the right type. This takes care of lingering errors with missing texture plugins after texture type is changed
March 22, 2009, 21:04 (GMT)
Speedup for bullet creating convex hull meshes
In a simple test with ~12000 verts, overall BGE startup time went from ~4.5 sec to a bit under a second.

- before adding each vert it did a check for a duplicates.
- Using RAS_Polygon verts can give a lot of duplicates because the verts also store UV's and normals.
- Was increasing the array one item at a time, now resize the array once.
- Use the blender mesh mvert array rather then RAS_TexVert's, so needed to include some DNA headers.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021