Revision a71e2c4 by Nicholas Bishop November 5, 2011, 03:29 (GMT) |
GPU Buffers Small type cleanup, use `GPU_Buffers *' rather than `void *'. Should be no functional changes. |
Revision cc7e79f by Campbell Barton November 5, 2011, 03:02 (GMT) |
more DNA object edits - remove 'path' pointer, wasnt used anywhere. - remove comments about what each game flag 'bit' does, these are defines now. - reduce the size of DupliObject 8 bytes. also commented some of the struct members. |
Revision b0adf37 by Campbell Barton November 5, 2011, 02:30 (GMT) |
- view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too. - cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes. |
Revision 057bf2a by Campbell Barton November 5, 2011, 01:48 (GMT) |
misc doc edits - remove recently added sphinx reference workaround. - tested doxygen, correct some warnings, set tab width and added pymathutils group. - added convenience target 'make doc_doxy' |
Revision 6483069 by Brecht Van Lommel November 5, 2011, 00:59 (GMT) |
Fix #29138: changing game engine physics type from soft body to occluder, navmesh or no collision did not clear flag properly, causing soft body to still be partially applied. |
Revision 1ba044b by Brecht Van Lommel November 5, 2011, 00:52 (GMT) |
Fix #29141: fill / beautify fill produced incorrect results in edge selection mode. |
Revision 4a65e8c by Sergey Sharybin November 4, 2011, 22:15 (GMT) |
Camera tracking integration: post-merge compilation fix |
Revision 2cc8d75 by Sergey Sharybin November 4, 2011, 22:13 (GMT) |
Forgot to initialize sensor height when creating new camera. |
Revision c94a07f by Sergey Sharybin November 4, 2011, 21:57 (GMT) |
Revision c13bf35 by Brecht Van Lommel November 4, 2011, 21:29 (GMT) |
UI: fix region embossing being drawn 1 pixel misaligned, due to wrong opengl state. |
Revision f188bc3 by Brecht Van Lommel November 4, 2011, 21:19 (GMT) |
Cycles: fix DNA alignment problem in last commit. |
Revision 7292917 by Brecht Van Lommel November 4, 2011, 20:58 (GMT) |
Cycles: add location/rotate/scale and XYZ mapping options for all texture nodes, to reduce the amount of nodes needed to set up a simple texture. These are currently editable in the texture properties tab, still need to make them available in the node editor. Projection and color modification options will be added later, they're not implemented yet but allocated already to avoid version patches later. Also an issue with the XYZ mapping is that when you set one to None, texture and material draw mode doesn't draw the image texture well, OpenGL doesn't seem to like the degenerate texture matrix? |
Revision 942d2fe by Brecht Van Lommel November 4, 2011, 20:21 (GMT) |
Revision 7b47a41 by Brecht Van Lommel November 4, 2011, 18:10 (GMT) |
Camera UI: tweaking panels, move clipping back because it's not part of the preset, and move depth of field settings to a separate panel. |
Revision 77934cf by Sergey Sharybin November 4, 2011, 15:53 (GMT) |
Fix #28865: Draw_bounds_type does not display Polyhedron or Capsule types Separate DNA properties for bounding box used for bounding box display in 3d viewport and bounding box used for collision detection in game engine. Bumped subversion for proper updating old files to new system, but it need more complex testing. |
Revision ac47da5 by Sergey Sharybin November 4, 2011, 15:53 (GMT) |
Fix #29024: Logic Bricks allow same name for multiple bricks Check for unique name when setting name for logic bricks. |
Revision 65f5408 by Sergey Sharybin November 4, 2011, 15:53 (GMT) |
Fix #29155: Inconsistency with 0 and Del hotkeys Use del key to reset values in widgets like color selection and histogram. |
Revision a620ec6 by Brecht Van Lommel November 4, 2011, 15:46 (GMT) |
Cycles: always use static bvh for non-viewport render. |
Revision 209ceb6 by Campbell Barton November 4, 2011, 15:21 (GMT) |
correct some warnings, also sensor_x was being paassed to object_camera_matrix(...) for x and y args, looks like an accident |
Revision 4ea8168 by Sergey Sharybin November 4, 2011, 14:36 (GMT) |
Configurable sensor size: - Added support of variable size sensor width and height. - Added presets for most common cameras, also new presets can be defined by user. - Added option to control which dimension (vertical or horizontal) of sensor size defines FOV. Old behavior of automatic FOV calculation is also kept. - Renderer, viewport, game engine and collada importer/exporter should deal fine with this changes. Other exporters would be updated soon. |
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