Blender Git Commits

Blender Git "master" branch commits.

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Revision 18fe6c2 by Joshua Leung
September 5, 2008, 06:05 (GMT)
Compiling/Warning Fixes (for scons/mingw + "split sources hack") Part 1:

* Removed compiler warnings from texteditor work
* Added round brackets around the new defines for IPO channels for extra texture layers
* Tweaked priorities so that BLI_heap_* functions in blenlib can be found by linker (split-sources specific)

TODO:
* "monkey*" vars cannot be found still

Revision 18b5b4f by Matt Ebb
September 5, 2008, 05:17 (GMT)
* Made the Ipo editor handle colours initialise from old files to the previously stored Ipo editor vertex colours, rather than the default pink and yellow. This keeps existing themes looking the same as they did before rather than turning them pink by default.
September 5, 2008, 02:53 (GMT)
BGE Py API
added exception messages for replaceMesh.setMesh() and allowed None as an argument.
added exception messages for other BGE module functions.
September 5, 2008, 00:28 (GMT)
* corrective UV transformation - only works with UV edge slide right now. but should be extended so transforming dosnt distort UV's
* smooth respects mirror option (will move mirrored vert too)

September 5, 2008, 00:12 (GMT)
September 4, 2008, 23:33 (GMT)
September 4, 2008, 23:07 (GMT)
Partial repair of raycast system with Bullet 2.71. Still to be done: face and normal information
September 4, 2008, 23:05 (GMT)
September 4, 2008, 20:51 (GMT)

Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
be at the origin.

Revision 2167e5c by Kent Mein
September 4, 2008, 16:40 (GMT)
Cleaned up some small warnings.

Kent
Revision f0eaf42 by Kent Mein
September 4, 2008, 15:29 (GMT)
Added SDL headers so gamestuff compiles with Makefiles again.

Kent
September 4, 2008, 12:17 (GMT)
overlapping UI causing problems, forgot the label has a function assigned to it
September 4, 2008, 12:11 (GMT)
pin option for sensors and actuators,
this helps in cases where you want to use a logic brick in 2 states, linking the sensor to a second state's controller can be tricky.
This way you can pin a sensor or actuator, change the visible state and link it to another controller.

The pin button will only be displayed when states view is enabled and the logic brick is expanded or when it is alredy pinned.
September 4, 2008, 10:29 (GMT)
Two compile fixes for msvc and cmake provided by broken
September 4, 2008, 00:27 (GMT)
Bugfix: yafray export crash if new hsv texture blend types were
used, the code here needed to be updated.

September 3, 2008, 23:51 (GMT)
fix for 2 python refcounting errors
September 3, 2008, 20:25 (GMT)
Use heap instead of array, shaving off approx 10% runtime.
September 3, 2008, 19:24 (GMT)
Prebuild an indexed edge list for faster connectivity loops when applying dijkstra and harmonic function calculations.

Drops the runtime for that part of the algo by a lot (39k edges from 16s to 0.6s)
September 3, 2008, 16:10 (GMT)
Clean up merging conflict
September 3, 2008, 16:02 (GMT)
Fixing debug output
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