Revision aae506a by Diego Borghetti September 15, 2008, 18:23 (GMT) |
Small fix in GHOST X11 system. * Fix and a little of cleanup to the full screen, minimzed and maximized code. * Fix bad argument in the ClientMessage event to support the _NET_ACTIVE_WINDOW property. * Fix focus problem in some WM (like TWM), this is because Blender don't set the WM_PROTOCOLS list, now it does, a very basic list but it's what we need now. |
Revision 35c269e by Brecht Van Lommel September 15, 2008, 18:15 (GMT) |
Workaround for an Nvidia driver bug on 32 bit linux (maybe windows too). I reversed the order of attaching shader objects for linking to solve an issue in the driver before, but now it appears it needs to be the other way around again? I don't know if these are the same cards that now want it different again due to changes in the glsl code, but I found another workaround for the first bug in a forum post (leaving out parameter names in the declarations), so with some luck both cases work? http://developer.nvidia.com/forums/index.php?showtopic=596 |
Revision 7bb09a8 by Maxime Curioni September 15, 2008, 17:52 (GMT) |
soc-2008-mxcurioni: added Aldrik Dunbar's patch for 64bit Linux builds |
September 15, 2008, 15:58 (GMT) |
Small tweak to get things compiling again. Kent |
Revision a1d611e by Andre Susano Pinto September 15, 2008, 14:20 (GMT) |
Revision dc2594c by Brecht Van Lommel September 15, 2008, 12:40 (GMT) |
Added -d debug option for blenderplayer, and remove some invalid/unnecessary opengl calls on shader errors. |
Revision fd3a40a by Brecht Van Lommel September 15, 2008, 11:39 (GMT) |
Fix glsl vertex shader string that was not 0 terminated, no idea if it caused any problems. |
Revision e5ce1e9 by Campbell Barton September 15, 2008, 09:24 (GMT) |
copy menu didnt copy visible and initial states, physics margin was also missing from "all physical attributes" option |
Revision a08b212 by Campbell Barton September 15, 2008, 09:08 (GMT) |
tooltip improvements from dfelinto, some minor edits |
Revision ec30a3a by Joshua Leung September 15, 2008, 04:15 (GMT) |
Delete Key Tool - Bugfixes: * Available option would crash * 'Visual' options are now not available for this tool (are not relevant) |
Revision 89721ec by Campbell Barton September 15, 2008, 02:18 (GMT) |
replaced static make_absolute_filename with BLI_convertstringcwd |
Revision ac86c04 by Campbell Barton September 15, 2008, 01:32 (GMT) |
added BLI_convertstringcwd, used so command line blendfiles and python scripts can be relative to the current path. - was alredy doing this for blendfiles, but better to have in its own function. header_text.c - renamed PATH_MAX, was defined by system includes. |
Revision 2c31cc4 by Brecht Van Lommel September 15, 2008, 00:57 (GMT) |
Fix for bug #17620: the motion blur actuator did not work correct with an always sensor, it kept resettting the motion blur each frame. |
Revision a24960d by Brecht Van Lommel September 15, 2008, 00:34 (GMT) |
Fix for bug #4859: once a visibility actuator was set it was not possible to change the visibility again through python for example. This is because the actuator kept setting the visibility again each frame, as a workaround for there being no separate visible and viewport culling flag, but that was added some time ago. |
Revision 3b153f8 by Brecht Van Lommel September 15, 2008, 00:11 (GMT) |
Fix zoom level and clipping to be consistent with the viewport when pressing P without a camera active, now it should match the view exactly. Fix an issue when setting a camera with an actuator and being in orthographic mode in the viewport without an active camera, it used a strange mix of the set camera and the viewport then. |
Revision f554f14 by Brecht Van Lommel September 14, 2008, 21:31 (GMT) |
Fix for bug #17617: GLSL shaders change vertex color unexpectedly. |
Revision 41a0b56 by Benoit Bolsee September 14, 2008, 19:34 (GMT) |
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc. |
Revision 7762100 by Benoit Bolsee September 14, 2008, 19:07 (GMT) |
Update MSVC project and fix compilation problem in VS2003 with keyframing.c |
Revision 59b202f by Brecht Van Lommel September 14, 2008, 17:59 (GMT) |
Fix a game engine crash with mesh objects parented to an armature without vertex groups. |
Revision 0ad48b7 by Campbell Barton September 14, 2008, 17:56 (GMT) |
scons option for linking python statically - useful for building a more compatible blenderplayer, where most games python scripts only use builtin modules anyway. |
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