Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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April 8, 2009, 20:19 (GMT)
Made the calculation of the number of available style modules more robust
April 8, 2009, 20:10 (GMT)
Fix gcc compiling problem with C++ syntax in KX_Dome.cpp.
April 8, 2009, 18:48 (GMT)
2.5: clipboard fix to only do the conversion to rn line endings on windows.

April 8, 2009, 18:45 (GMT)
2.5:
* Fix to make python panels callbacks get the actual
blender Panel as an argument, instead of any instance.
* Fix for callback validation in python 2.5, worked OK
in python 3.0 but gave error in 2.5 because it's a
method instead of a function there.

April 8, 2009, 17:40 (GMT)
small bge edits
- Only try and remove light objects from the light list.
- Only loop over mesh verts once when getting the bounding box
- dont return None from python attribute localInertia when theres no physics objects. better return a vector still.
- add names to send message PyArg_ParseTuple functions.
April 8, 2009, 17:32 (GMT)
Corrected crash when calculating number of available style modules
April 8, 2009, 16:57 (GMT)
BGE patch #18350: Add sendMessage() to GameLogic. Added sendMessage to both GameLogic and KX_GameObject.
April 8, 2009, 16:51 (GMT)
2.5

- Updated panel tabbing code to at least make it work again
- And some more minor UI tweaks

April 8, 2009, 16:40 (GMT)
RNA:
* Added the build system code to compile files named
editors/*/*_api.c into the makesrna preprocessing.

The reason to do this is to keep operators and API
close together, but it doesn't fit well with the build
system, especially Makefiles use an ugly hack here.

* Some fixes to pass an RNA AnyType through the API,
this will give a PointerRNA, for use in the interface
code for example.

* Added RNA wrapping of some UI template code as a test.

April 8, 2009, 16:25 (GMT)
BGE patch #18051: add localInertia attribute to GameObject.
April 8, 2009, 15:06 (GMT)
Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.

User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera

Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer

Known limitation:
- resizing of the screen doesn't work in the gameplayer

Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
Revision 4b2072b by Joshua Leung
April 8, 2009, 12:35 (GMT)
Animation Editors: Restored operators to expand and collapse channels

There are two operators: one for expanding channels and one for collapsing them. These operators each have a property, "All", which specifies if they should expand/collapse all channels regardless of selection.

TODO:
* A few of the sub-object channel types still needs to be supported by this.
Revision 0f4a07a by Joshua Leung
April 8, 2009, 12:01 (GMT)
Builtin KeyingSets Bugfix:

* Builtin KeyingSet for Scale works now. Was using the wrong RNA-paths
* Added LocRotScale builtin KeyingSet
April 8, 2009, 08:22 (GMT)
Fixed scons and cmake after BGE scenegraph and culling improvements.
Revision ad2c860 by Joshua Leung
April 8, 2009, 01:07 (GMT)
Graph Editor: 'Ghost Curves' functionality from Apricot

This feature takes a 'snapshot' of the visible+selected F-Curves, and displays these in the background as 'ghosts curves' in the background. Such curves are drawn semi-transparent, slightly darker, and with dotted lines.

To use, simply click the 'curve' button beside the Auto-Snapping selector. To clear, simply click that button again (with a different icon now).

These 'ghost curves' are stored per Graph Editor instance, and are not saved to file (i.e. per session only). They are useful to be used as guides when refining the shape of existing curves.
April 7, 2009, 23:22 (GMT)
Added a message when people try build docs outside of blender
April 7, 2009, 23:21 (GMT)
gcc wouldn't compile using a reference
April 7, 2009, 22:14 (GMT)
BGE Scenegraph and View frustrum culling improvement.

This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.

The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.

The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.

The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.

The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.

April 7, 2009, 20:05 (GMT)
etch-a-ton

Use head not tail normal for bone orientation.
Simplify roll to normal a bit.
April 7, 2009, 19:57 (GMT)
MSVC9 project file update
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