Revision 5cd4b6a by Jiri Hnidek June 18, 2008, 09:52 (GMT) |
Small fix to be able to compile Blender. |
Revision d39154b by Campbell Barton June 18, 2008, 09:06 (GMT) |
bugfix, BGE, use vec.safe_normalized() rather then vec.normalized() because in some cases the ray_cast sensor could crash blender. |
Revision 48c7c9d by Benoit Bolsee June 18, 2008, 07:03 (GMT) |
Forgot to set Id property on new shape action files |
Revision 2bece8d by Benoit Bolsee June 18, 2008, 06:46 (GMT) |
BGE Patch: Add Shape Action support and update MSCV_7 project file for glew. Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys. |
Revision b4c123c by Martin Poirier June 17, 2008, 21:17 (GMT) |
[#14400] Crash on grab/move on axis when nothing selected (patch included) I used a different fix than the included patch, but that was a pretty nasty crasher (only crash on menu/toolbox, not hotkeys). |
Revision 42eed50 by Martin Poirier June 17, 2008, 21:00 (GMT) |
Distance parameter for retargeting. Keeps bones close to the embedding (pretty much the same thing as the correlation/distance parameter when generating). This is very slow though, the naive approach to optimising the solution is starting to take its toll. |
Revision 05ce388 by Ian Thompson June 17, 2008, 19:26 (GMT) |
Added functions to the BPy Text object for positioning the cursor and inserting text. It seems Text.write() actually inserts *then* moves to the end of the buffer, so it doesn't really append as it says in the docs. However, with these new functions both appending and inserting can be achieved. |
Revision 91f8ad8 by Andre Susano Pinto June 17, 2008, 19:00 (GMT) |
Added merge option to shrinkwrap when using projection mode (bruteforce for now) Changed code to remove faces (now quad faces that got one vertice projected are turned on tri) Merge option is still not very usefull since shrinkwrap does not yet moves unprojected vertices |
Revision 272a91f by Brecht Van Lommel June 17, 2008, 10:27 (GMT) |
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes. |
Revision c9d1924 by Campbell Barton June 17, 2008, 10:06 (GMT) |
Use the scenes framerate for ipo and action framerate in the game engine, was hard coded to 25. |
June 17, 2008, 04:18 (GMT) |
* Simple addition to math node (comp and shading): Greater Than and Less Than modes. |
Revision 6be46f9 by Campbell Barton June 16, 2008, 19:54 (GMT) |
[#11456] New datablock type(s) added to Oops Schematic patch from Shawn Zilbert (enigmatic) This patch adds the camera data block type to the oops schematic view of the outliner. It also includes a little bit of code cleanup in the oops files. |
Revision bb539ce by Martin Poirier June 16, 2008, 16:48 (GMT) |
Snapping Snap to cage only in edit mode (respect the edit cage flag of modifiers). Especially important for subsurf, otherwise, Andy's automerge + snap video doesn't work in current SVN. |
Revision 1e3bdcf by Campbell Barton June 16, 2008, 14:08 (GMT) |
bugfix from Markus Ilmola (glome) patch was in [#8540] Import scripts for MilkShape3D file formats Some animations were incorrectly imported and this adds support for weights. |
Revision 9b69c56 by Campbell Barton June 16, 2008, 09:16 (GMT) |
Material color was always overriding OBCOL for blender text. |
Revision f445dfb by Diego Borghetti June 16, 2008, 07:15 (GMT) |
Patch [#13777] This commit fix the following problem in the DPX code: 1) The code always assume a depth of 10 bits 2) The code don't check the file type (Log or Linear) |
Revision dfa10eb by Maxime Curioni June 16, 2008, 00:51 (GMT) |
soc-2008-mxcurioni: Freestyle now supports camera information (the image is still a bit larger than Blender's internal renderer, probably a field of view problem). 3d scene is now no longer rendered, only 2d scene (strokes from view map information) is. Style module is still static (contour.py), will soon be handled via independent UI panel. Phase 1 is considered finished. Phase 2 starts now: the objective is integrating Freestyle as an independent render layer. |
Revision ad023e1 by Martin Poirier June 15, 2008, 17:54 (GMT) |
[#13691] apricot Snap didn�??t work correct in svn 1. Updated selected restriction to not be so stingy. Snapping on edges and vertices work if they are part of a partially moving face 2. Change depth ordering (which didn't work all the time). Hits are sorted according to 2D distance and then depth, so for overlapping hits, it picks the one in front. |
Revision eb9c4de by Martin Poirier June 15, 2008, 14:22 (GMT) |
Patch [#13668] Tool tip correction By Olivier Saraja |
Revision a54edca by Joshua Leung June 15, 2008, 10:19 (GMT) |
Whitespace commit in armature.c |
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