Revision 84a85f2 by Nathan Letwory November 21, 2006, 13:19 (GMT) |
* tweak priority of bullet libs for blenderplayer |
Revision a9fef5a by Ton Roosendaal November 21, 2006, 13:07 (GMT) |
Bugfix #5270 CurvePaths: if the path has vector handles, or when it's a Poly curve, the amount of interpolated points on the path was too limited (6 actually). Now the 'resolu' of the curve defines the amount of interpolated points. This enables motionpaths or deforming with sharp corners. |
Revision e75a277 by Ton Roosendaal November 21, 2006, 12:41 (GMT) |
Bugfix #5265 3D window, preview panel, didn't give correct specular for Ortho. The view-vector was flipped negative then, so more view-depending code (like tracing) would go wrong then. |
Revision 8ad6d7f by Erwin Coumans November 21, 2006, 12:26 (GMT) |
more Bullet 2.x upgrading. fair amount of functionality is now restored, not all yet. |
Revision 318b98f by Erwin Coumans November 21, 2006, 11:56 (GMT) |
some fixes, related to object activation in game blender |
Revision 057a6e3 by Nathan Letwory November 21, 2006, 10:58 (GMT) |
* small priority fix. Hopefully helps on more platforms |
Revision efde6ec by Ton Roosendaal November 21, 2006, 10:52 (GMT) |
Fix for commit from Brecht: 2006/11/19 00:07:32 CET Fix for bug #5250: inaccurate conversion between edit and pose mode bones. Two very bad bugs: - replacing atan() with atan2() should also remove the M_PI correction! This is the equivalent: angle=atan(x/y); if(y<0) angle+=M_PI; angle= atan2(x, y); - the new NormalizedVecAngle2() call was negating an input vector, causing calling code to screw up. All arithb.c calls should not alter input. |
Revision 823e71e by Ton Roosendaal November 21, 2006, 09:26 (GMT) |
RESCUE COMMIT! Yesterday's commit from Brecht broke armature editmode, damaging armatures in a way you cannot rescue. This rewinds the main changes. After commit I'll try to find the error... |
Revision 31fd60f by Jens Ole Wund(bjornmose) November 21, 2006, 08:54 (GMT) |
mscv6 turning off GE |
Revision dba9042 by Erwin Coumans November 21, 2006, 08:22 (GMT) |
added ConeZ/ConeX |
Revision 2e4e4b4 by Erwin Coumans November 21, 2006, 06:39 (GMT) |
CMake enabled game engine+Bullet 2.x. tested only on Mac OS X. |
Revision 1b09386 by Erwin Coumans November 21, 2006, 06:37 (GMT) |
updated CMake files for game engine for Bullet 2.x upgrade |
Revision 98525b0 by Erwin Coumans November 21, 2006, 06:36 (GMT) |
added CMake file for new Bullet 2.x |
Revision eb73025 by Nathan Letwory November 21, 2006, 06:11 (GMT) |
==SCons== Enable Bullet2 for Scons. This should work for all platforms, but please, test, test, test, test, test (ad infinitum) |
Revision 6c5c742 by Nathan Letwory November 21, 2006, 05:56 (GMT) |
whitespace commit |
Revision ba32e1e by Nicholas Bishop November 21, 2006, 04:03 (GMT) |
Changed the sculptmode undo system slightly to make it easier to improve/extend. Should be helpful in integrating multires into the undo system better. |
November 21, 2006, 03:51 (GMT) |
* Show renderability toggle for all objects, since they might be used as group duplicators, d'oh! |
November 21, 2006, 03:22 (GMT) |
* Dupli objects (dupliverts, dupligroup, etc) now get invisibility based on their parent object, not the original instantiated objects. i.e, if an object is invisible, its child dupli objects will be too. |
Revision 0d56a6e by Joshua Leung November 21, 2006, 02:31 (GMT) |
== Action Editor == Just a minor little code cleanup that I partially started in another one of my commits. The implementation of the showsliders stuff was pretty ugly with exported globals (correct terminology?) used to store whether sliders were shown in the action editor for shapes. This is now a flag in SpaceAction, so the visibility status of markers is now saved in files. |
November 21, 2006, 01:38 (GMT) |
* Modified version of patch #5109 by Onur Yalazi, 'view camera selector'. This appears as a new 'Cameras' menu in the 3D View's View menu, containing a command to set the active object as active camera, and a list of the available cameras in the scene to choose from. |
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