Revision 0fcd017 by Campbell Barton October 2, 2008, 17:11 (GMT) |
missing ; in last commit radius was not being calculated on curves that had a bevel object |
Revision 1b3e2d7 by Campbell Barton October 2, 2008, 16:59 (GMT) |
blender would crash if the "sys" module didnt import, now just give a warning and continue. |
October 2, 2008, 16:52 (GMT) |
Maybe not needed, I was running into some problems though and noticed dos line endings in a bunch of files so ran dos2unix on everything in bullet2. Erwin, I noticed there are a few files that do not have license info in them, couple of quick examples are: btDefaultMotionState.h btHashMap.h btQuickprof.cpp could you take a look at add where needed? If you want I can give a list of files I think should get it added and or just add the standard one say the one in src/btBulletCollisionCommon.h Kent |
Revision 575b474 by Ton Roosendaal October 2, 2008, 12:29 (GMT) |
Bugfix #17723 Clipboard copy/paste error, missing NULL check caused crashes. |
Revision 7ba46c7 by Nathan Letwory October 2, 2008, 08:46 (GMT) |
* return the right error code * print error message when something goes wrong with nsis installer creation |
Revision f66ae0d by Joshua Leung October 2, 2008, 08:39 (GMT) |
Keyframe Checking (i.e. does given frame have a keyframe) is now implemented in the keyframing api. Replaced the method used in to check if there's a keyframe on the current frame, when drawing the active object name / frame number info with this new code. - It should in theory be faster than the previous code, as it doesn't have to build an entire list everytime of all keyframes, and also uses more efficient search method. - Added some settings to control what sources of animation data are used (per 3d-view). Can be found in the View Properties panel. This should be stable... release builders should ignore this commit for now (to avoid having differences between release candidates). |
Revision 7e704c8 by Nathan Letwory October 2, 2008, 06:22 (GMT) |
* use release flags as default, except for openmp support |
Revision 59eaf36 by Nathan Letwory October 2, 2008, 06:11 (GMT) |
* make sure we link against proper openmp library when using msvc * return error code from makensis process instead of 0 |
October 2, 2008, 01:38 (GMT) |
* Re-coded the point density range checking to be a bit cleaner, and not necessary to modify the BVH functions. |
Revision 3659b39 by Campbell Barton October 2, 2008, 01:12 (GMT) |
only paint onto selected faces when painting mask is enabled. (request from Carsten) |
Revision 3ec4f67 by Campbell Barton October 2, 2008, 00:22 (GMT) |
Python 2.4 should build with the game engine now, no thanks to python for switching from char to const char |
Revision c2b8702 by Benoit Bolsee October 1, 2008, 21:17 (GMT) |
BGE patch: add frameProp to Ipo actuator (Carsten's request). |
Revision 8550c2b5 by Benoit Bolsee October 1, 2008, 19:16 (GMT) |
BGE patch: new force field constraint actuator A new type of constraint actuator is available: Force field. It provides a very similar service to the Fh material feature but with some specificities: - It is defined at the object level: each object can have different settings and you don't need to use material. - It can be applied in all 6 directions and not just -Z. - It can be enabled/disabled easily (it's an actuator). - You can have multiple force fields active at the same time on the same object in different direction (think of a space ship in a tunnel with a repulsive force field on each wall). - You can have a different damping for the rotation. Besides that it provides the same dynamic behavior and the parameters are self explanatory. It works by adapting the linear and angular velocity: the dynamic is independent of the mass. It is compatible with all other motion actuators. Note: linear and anysotropic friction is not yet implemented, the only friction will come from the object damping parameters. Support for friction will be added in a future revision. |
Revision 39e66e4 by Martin Poirier October 1, 2008, 18:00 (GMT) |
Bug fixing It helps if the fonction to wait on all threads actual does that. Use user parameter for number of threads (this is really looking like it should be in the userprefs and not render params). |
Revision 611b4b3 by Daniel Genrich October 1, 2008, 17:02 (GMT) |
Disable building of fftw |
Revision 76658ef by Daniel Genrich October 1, 2008, 16:22 (GMT) |
Revision 9119261 by Maxime Curioni October 1, 2008, 15:31 (GMT) |
soc-2008-mxcurioni: added source/blender/freestyle/CMakeLists.txt to branch |
Revision 06d2d97 by Maxime Curioni October 1, 2008, 15:03 (GMT) |
soc-2008-mxcurioni: refactored Freestyle API to prepare for both rendering modes (OpenGL and Blender internal), applied a patch to allow CMake to be used for compilation. |
Revision 0caa92a by Joshua Leung October 1, 2008, 08:23 (GMT) |
General tidying of Grease Pencil code... |
Revision 949b6ca by Benoit Bolsee October 1, 2008, 07:55 (GMT) |
BGE bug #17688 fixed: Near Sensor Reset not working (for Gamekit) Implementation of the PHY_IPhysicsController::SetMargin(), GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo to allow resetting the Near sensor radius. For bullet use the new setUnscaledRadius() function to change sphere radius. In pPreparation of a Fh constraint actuator: - Add KX_IPhysicsController::GetRadius() - Fix implementation of KX_BulletPhysicsController::GetVelocity() (velocity at a point in geometric coordinate) - Don't try to set velocity on static object (Bullet will assert) - Add KX_GameObject::GetVelocity() for C access to local velocity |
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