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 |
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. |
Revision e3a1547 by Campbell Barton 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. |
Revision 3c95d91 by Campbell Barton 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) |
Revision d2c1303 by Daniel Genrich September 5, 2008, 00:12 (GMT) |
Revision dd03596 by Daniel Genrich September 4, 2008, 23:33 (GMT) |
Revision 2d50ead by Benoit Bolsee September 4, 2008, 23:07 (GMT) |
Partial repair of raycast system with Bullet 2.71. Still to be done: face and normal information |
Revision d682dc5 by Benoit Bolsee September 4, 2008, 23:05 (GMT) |
svn merge -c 16350 https://svn.blender.org/svnroot/bf-blender/trunk/blender |
Revision cb89dec by Brecht Van Lommel 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. |
September 4, 2008, 16:40 (GMT) |
Cleaned up some small warnings. Kent |
September 4, 2008, 15:29 (GMT) |
Added SDL headers so gamestuff compiles with Makefiles again. Kent |
Revision 05056f2 by Campbell Barton September 4, 2008, 12:17 (GMT) |
overlapping UI causing problems, forgot the label has a function assigned to it |
Revision e356c4d by Campbell Barton 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. |
Revision 7afc0ca by Daniel Genrich September 4, 2008, 10:29 (GMT) |
Two compile fixes for msvc and cmake provided by broken |
Revision a7348dd by Brecht Van Lommel 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. |
Revision 961a26d by Campbell Barton September 3, 2008, 23:51 (GMT) |
fix for 2 python refcounting errors |
Revision a87e2da by Martin Poirier September 3, 2008, 20:25 (GMT) |
Use heap instead of array, shaving off approx 10% runtime. |
Revision 17d777c by Martin Poirier 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) |
Revision 11ec880 by Daniel Genrich September 3, 2008, 16:10 (GMT) |
Clean up merging conflict |
Revision a9ffeb8 by Daniel Genrich September 3, 2008, 16:02 (GMT) |
Fixing debug output |
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