Revision 954e554 by Ton Roosendaal May 26, 2004, 21:04 (GMT) |
In drawing solid objects ("Solid" drawmode) there were material switches (glMaterial) inbetween a glBegin and glEnd. Combined with a switch of glShadeModel however, on recent Nvidia it caused faces not to be drawn... dunno if this is official compliancy, but not too complex just to correct. |
Revision 8253d3e by Kester Maddock May 26, 2004, 12:09 (GMT) |
Python fixes: Reenabled the setScript/getScript methods for python controller bricks. Set the ray source point to MouseFocusSensor.getRaySource works. Added: Python -> MT_Quaternion MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python Correct transform of frustum bound sphere centre point to world coordinates |
Revision 3dd18c5 by Kester Maddock May 26, 2004, 12:06 (GMT) |
Added an UpdateTransform callback from SceneGraph -> Physics. Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place. This would cause SOLID to go and update its bounding boxes, overlap tests etc. This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph. Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module. Make KX_GameObject use the KX_PyMath Python <-> Moto conversion. |
Revision e5cc9ab by Kester Maddock May 26, 2004, 12:01 (GMT) |
Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled. Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable. This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.) |
Revision 05e76c2 by Stephen Swaney May 25, 2004, 19:59 (GMT) |
bugfix: #1322 minor tweaks to the documentation for Draw module. Blender.Draw.Button() was not showing up. Seems to be an epydoc issue with Button() being both a module method and the name of a class. I changed Button to Button_ and added a usage note. Yes, this is lame. |
May 25, 2004, 19:31 (GMT) |
Changed parameters names in addCurve function (suggested by Paolo) DLoc* --> dLoc* DRot* --> dRot* DSize* --> dSize* updated doc (Ipo.py) |
Revision f990991 by Brecht Van Lommel May 25, 2004, 19:06 (GMT) |
Fixed a potential bug in the uv editor transform function, a check if the tface might be only an edge was missing in one of the loops. Fix a crash that would sometimes happen when clicking the texture painting button in the image window header. Made headerbuttons_packdummy a static variable again. The uiDefBut call for the texture painting button stores a reference to it, so it must be kept in memory. |
Revision 8a64e0e by Willian Padovani Germano May 25, 2004, 10:36 (GMT) |
BPython: - Campbell Barton contributed another function (thanks again), the Image.reload method: with this a script can keep an image that is being edited and saved by an external program updated in Blender. |
May 25, 2004, 06:08 (GMT) |
* Added support for python scripts to register themselves in the UV/Image editor 'UVs' menu Script authors can use: Group: 'UV' in the headers of their scripts to let them appear in this menu. * Updated the UV Face Layout script to reside in the UVs menu, rather than the (incorrect) File->Export menu. |
Revision 779d0d0 by Joseph Gilbert May 25, 2004, 03:26 (GMT) |
- documentation update for new functions - error corrections in NLA about dictionaries |
Revision 1308786 by Joseph Gilbert May 25, 2004, 02:48 (GMT) |
- added Boneclass support - ability to get a bonespace/worldspace bone matrix - get ik flag - some tweaking to matrix updates for addBone() |
Revision cfda234 by Nathan Letwory May 24, 2004, 19:48 (GMT) |
After hearing that the reason for do_common_editbuts being in buttons_object.c I decided to move it to buttons_editing.c, where it logically belongs. Matter of copy and paste (and deleting from buttons_object.c :) Now poor newcomers can more easily find the editing buttonevent handling code. |
May 24, 2004, 13:46 (GMT) |
Added the hotkey for Bevel in the menus |
Revision a96955e by Kester Maddock May 24, 2004, 07:49 (GMT) |
Game Python Reference Manual. This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc. Missing: Actuator & Controller reference. |
Revision 86899e7 by Ton Roosendaal May 23, 2004, 19:13 (GMT) |
Changed two shorts in int, for calculation of distance between bezier point and mouse coordinate in selecting routine. Caused selection not to work in extreme zoom ins. (Thanks OOPz!) |
Revision 7f6b88e by Willian Padovani Germano May 22, 2004, 20:25 (GMT) |
BPython: - updated docs with recently added functions - dynamic menu entries now are sorted (alphabetically, of course) - added new menu categories for scripts: Wizards, Modifiers, Generators, Materials, Animation: only added to list of options, didn't mess with any Blender header. They are already available from the "Scripts" menu in the scripts win, but not elsewhere. - added option 'datadir' to Blender.Get(option): so scripts can use .blender/bpydata for reading / writing their data files. |
Revision 4551490 by Kester Maddock May 21, 2004, 14:09 (GMT) |
near & far are reserved words on MSVC. Don't use them as variable names. |
Revision a7456b3 by Kester Maddock May 21, 2004, 09:27 (GMT) |
Cunning hack for Blender python module in the game engine - just don't unload it before running the game! |
Revision e957b12 by Kester Maddock May 21, 2004, 09:21 (GMT) |
Frustum sphere culling. Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test. |
Revision 1217928 by Kester Maddock May 21, 2004, 09:18 (GMT) |
Fixes for Camera objects and python: Normalise clip planes for sphere testing. Do a frustum-sphere <-> sphere test Reference count all python objects (!) |
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