Blender Git Commits

Blender Git "master" branch commits.

Page: 4866 / 5574

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.

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

September 15, 2008, 17:52 (GMT)
soc-2008-mxcurioni: added Aldrik Dunbar's patch for 64bit Linux builds
Revision cffba77 by Kent Mein
September 15, 2008, 15:58 (GMT)
Small tweak to get things compiling again.

Kent
September 15, 2008, 14:20 (GMT)
September 15, 2008, 12:40 (GMT)
Added -d debug option for blenderplayer, and remove some
invalid/unnecessary opengl calls on shader errors.

September 15, 2008, 11:39 (GMT)
Fix glsl vertex shader string that was not 0 terminated, no idea
if it caused any problems.

September 15, 2008, 09:24 (GMT)
copy menu didnt copy visible and initial states, physics margin was also missing from "all physical attributes" option
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)
September 15, 2008, 02:18 (GMT)
replaced static make_absolute_filename with BLI_convertstringcwd
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.

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.

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.

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.

September 14, 2008, 21:31 (GMT)
Fix for bug #17617: GLSL shaders change vertex color unexpectedly.

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.

September 14, 2008, 19:07 (GMT)
Update MSVC project and fix compilation problem in VS2003 with keyframing.c
September 14, 2008, 17:59 (GMT)
Fix a game engine crash with mesh objects parented to an armature
without vertex groups.

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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021