Revision b1a393e by Ton Roosendaal May 18, 2009, 10:34 (GMT) |
Bugfix #18733 & #18609 (revisited) New imbuf scaling code, advertised as "quick and quality" gave inacceptable noise and rounding errors. Check this bugreport for images that show it well: http://projects.blender.org/tracker/?func=detail&atid=125&aid=18609&group_id=9 For release, better disable this code and fall back on perfectly working old code. :) |
Revision 088579f by Joseph Eagar May 18, 2009, 10:29 (GMT) |
selection now works. next up, undo, and also need to track down an odd bug with face selection and the subdivide tool, which may be related to the bmesh derivedmesh not being refreshed often enough. also committing a start on a set of docs, which are in mediawiki format. |
Revision cb96dc4 by Campbell Barton May 18, 2009, 10:27 (GMT) |
Sensor objects were initialized as invisible, which conflicted with initializing the invisible setting from the outliner render object (which it seems nobody knew about). Added an 'Invisible' button to make this more clear, it seems like a display option but its also related to logic because the actuators can toggle this after the game starts. Without this its annoying to add UV's only to set the invisible flag. Sensor objects were not clearing the softbody gameflag |
Revision 0ba863d by Joseph Eagar May 18, 2009, 08:46 (GMT) |
renamed BMTessMesh to BMEditMesh, did some more monkeywork, cleaned up the more serious warnings, and also non-backbuffered selection sortof works now, though it still needs plenty of work. |
Revision 07fc2aa by Benoit Bolsee May 18, 2009, 08:22 (GMT) |
BGE #18665: Servo control and relative motion Servo control motion actuator did not work as expected when the object is moving on a moving platform. This patch introduces a new Ref field in the servo motion actuator to set a reference object for the velocity calculation. You can set the object during the game using the actuator "reference" attribute; use an object name or an object reference. The servo controller takes into account the angular velocity of the reference object to compute the relative local velocity. |
Revision 3bda88b by Benoit Bolsee May 18, 2009, 07:53 (GMT) |
cmake: apply patch to link with correct python library in win32 debug mode. |
Revision bd7b92b by Campbell Barton May 18, 2009, 04:33 (GMT) |
Need to export the mesh-object into the bind-pose otherwise Maya complains the FBX has errors. |
Revision 5a16f0b by Campbell Barton May 18, 2009, 04:11 (GMT) |
Bugfix for FBX export for animations in 2.48 constant interpolations meant that wasnt a problem but since it now uses linear interp. you can notice errors with animated characters because the 2 eulers are not compatible. Added optional euler_compat argument to matrix.toEuler(eul) and quat.toEuler(eul) so when getting the euler rotations from a list of matrices the animation curve will be continues. Also added euler.makeCompatible(euler). - warning silenced for imagepaint.c |
Revision d128e16 by Joshua Leung May 18, 2009, 02:25 (GMT) |
2.5 - Bones can now have custom properties (as ID-Props) Still need to find a way to enable RNA access for these though, since RNA access to ID-Props stored in data seems to be broken... |
Revision e67e704 by Joshua Leung May 18, 2009, 02:23 (GMT) |
Graph Editor: Attempts at Improving Curve Drawing * Trying a slightly different approach with curve drawing. Now curves aren't drawn darker down the list, as that approach proved to have massive contrast issues all around. However, it's not completely back to the old rainbow style, as the colours are still grouped in 3's and 4's, only that they now use hue offsets... * Unselected curves are now drawn less opaque. However, selected curves still leave some brightness to be desired... * Bugfix - Deselecting keyframes in graph view now deselects the curves too. |
Revision 9a40f4d by Benoit Bolsee May 17, 2009, 21:50 (GMT) |
BGE: bookmark option on controller to make them run before all other controllers. A new bookmark button is available on the controller UI. When set, the controller is guaranteed to execute before all other non-bookmarked controllers, provided it is scheduled for execution. This is useful for initialization scripts that run once at startup or scripts that must set some prerequisite for the other controllers at the start of each logic frame. This feature is also available at python level with the "bookmark" attribute. It can be changed during the game. Note that if several script are bookmarked, their relative order of execution is not guaranteed. Make sure they don't depend on each other. |
Revision 9ce8a67 by Dalai Felinto May 17, 2009, 20:37 (GMT) |
BGE Dome: removing of size option and adding tilt option. - Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option. - Tilt option to tilt the camera (for planetarium domes). Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ). - This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now) |
Revision 41acd3b by Campbell Barton May 17, 2009, 16:30 (GMT) |
While testing YoFrankie with the new API attributes found some issues... - corrections to docs - disallow calling controller.activate(actuator) when the controller is not active. (Raise a SystemError) - Added 2 new attributes, CValue.name - deprecates CValue.getName(), KX_GameObject.children deprecated KX_GameObject.getChildren(), (same for getChildrenRecursive()). |
Revision 7eeb8ac by Martin Poirier May 17, 2009, 16:19 (GMT) |
Color proofing support with lcms (http://www.littlecms.com/). Enable with WITH_LCMS (options have been added for scons). lcms is very common on linux package managers, so no need to add in extern (IMHO). Libs for windows can be added to /lib Code is mostly a proof of concept with hardcoded path for icc profile (taken from the lcms test suite). Adding this now to svn so it doesn't rot on my hard drive. People interested in pushing it forward should feel free to dig in the code or poke me about it. |
Revision 351086d by Martin Poirier May 17, 2009, 16:10 (GMT) |
Don't create or truncate file when checking for writeable. That was a nasty bug, would truncate current image file on disk when opening menu to load a new one. |
Revision 65796e2 by Thomas Dinges May 17, 2009, 15:09 (GMT) |
Patch #18758 for bug #17423 by Matt D. (foom) Thanks! "Mouse wheel zoom lost after rendering." |
Revision 3ea1c1b by Benoit Bolsee May 17, 2009, 12:51 (GMT) |
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects |
Revision 96aa60c by Benoit Bolsee May 17, 2009, 12:25 (GMT) |
cmake: apply ADD_SUBDIR patch. |
Revision d4116ad by Ton Roosendaal May 17, 2009, 10:30 (GMT) |
Bugfix #18676 Texture "map to" Ambient did work now (previous fix) but not for ambient occlusion yet. |
Revision 6dad6bb by Ton Roosendaal May 17, 2009, 09:56 (GMT) |
Bugfix #18756 Texture nodes: on file load, the preview render signal was ignored. Found out it ignores it all the way, inserting refreshes all over, not using the 'afterqueue'. Will live with that for now, in 2.5 it's nicer supported anyway. Just added another refresh line on the proper signal to make it look nice on file loads. |
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