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April 29, 2009, 11:20 (GMT)
bugfix #18609

This fixes a commit from Peter, revision 12931, Dec 17 2007
He added quick image scaling code, derived from ppmqscale,
http://libdv.sf.net

This implementation gave ugly banding. especially visible on
dark colors or byte images with very close colors.

Solution is to add correct rounding, seems to me normal for such
fixed point magic. Optimizing code and keeping quality is tricky
dudes! Results for scaling down in sequencer were bad for over a
year (2.47 and 2.48 both wrong).



April 29, 2009, 11:16 (GMT)
needed this minor change to build on gcc
April 29, 2009, 10:24 (GMT)
remove uneeded checks and testMethod from KX_ConstraintWrapper, typo in import_obj
April 29, 2009, 10:06 (GMT)
BGE: speed up mesh conversion by avoiding allocation/deallocation of material object on each face. The speed up is minor on optimized builds but considerable on less optimized builds, good for debugging large scene.
Revision d110049 by Matt Ebb
April 29, 2009, 04:43 (GMT)
* First pass updating the default theme for the new UI controls and darker colours
Revision a010139 by Matt Ebb
April 29, 2009, 02:47 (GMT)
* Updated icons from Jendryzch. Thanks!
April 28, 2009, 23:26 (GMT)
fix so that torque can be applied to DYNAMIC game objects, this fixes the skategirl.
Note that skategirl needs a bit higher angular damping, perhaps the conversion formula needs to be tweaked better?
April 28, 2009, 18:56 (GMT)
BGE: reenable object activation for static object, otherwise their physic shape is not updated when they move due to parent relation.
April 28, 2009, 18:53 (GMT)
add note to Image.save method that all new buffers are saved as Targa
April 28, 2009, 17:55 (GMT)
etch-a-ton bugfix

cut and trim didn't set normal properly.
April 28, 2009, 17:25 (GMT)
Bugfix #18637

Sorting of files didn't take numbers into account propertly, so it
ordered files like;

10.jpg
300.jpg
89.jpg
9.jpg

Quite simple to solve, almost moved report to the 'todo', but too
fun to leave this. :)

function name is BLI_natstrcmp() "natural string compare".


April 28, 2009, 15:28 (GMT)
Mathutils
- fix own mistake with matrix slicing that would crash blender (from recent commit).
- fix 3 memory leaks from ascotan r4717 in the Mathutils.Quaternion(...) function.
April 28, 2009, 14:07 (GMT)
April 28, 2009, 13:56 (GMT)
ITASC: add solver selection button (nothing behind yet).
April 28, 2009, 13:11 (GMT)
BGE PyAPI
- renamed generic attribute "isValid" to "invalid" since BL_Shader already uses isValid.
- Moved deprecation warnings from CValue
- removed unused KX_Scene::SetProjectionMatrix and KX_Scene::GetViewMatrix
- Added KX_Scene attributes "lights", "cameras", "objects_inactive", to allow access to objects in unseen layers (before the AddObject actuator adds them)
- KX_Camera deprecated cam.enableViewport(bool) for cam.isViewport which can be read as well.
April 28, 2009, 13:02 (GMT)
- Updated BGE docs to match the game engines class inheritance more closely.
- Grouped deprecated functions for KX_Camera, KX_GameObject, SCA_ISensor, SCA_ILogicBrick, KX_Scene
April 27, 2009, 22:21 (GMT)
BGE soft body: change welding option to disable welding check by default: speeds up shape conversion. This is fine if the object has no duplicate vertices. Otherwise, bullet will be extremely slow and you can either set some welding or remove duplicates in the mesh. Welding is now displayed in linear scale: 0.0 -> 0.01, no need to use logarithmic scale ;-). Fix a bug with Bullet by which vertex array for soft body must have 3xfloat stride.
April 27, 2009, 22:14 (GMT)
CMake files changes for FFMpeg update
This was broken since last month !!!
April 27, 2009, 18:05 (GMT)
UI:
* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.

* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.

April 27, 2009, 17:53 (GMT)
TexVert sharing was disabled for flat faces, this is silly since a building or any other model with flat faces will often be able to share texverts.

Simple testcase with a subdivided cube used 1/3 as many texverts and spend half as much time in the rasterizer while profiling.

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