Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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February 26, 2009, 04:40 (GMT)
openjpeg contained a C file with a main() function, user reported it was overriding blenderplayers.
remove this file from building, other build systems should do this too.
February 26, 2009, 04:17 (GMT)
- Attributes for the collision sensor: propertyName, materialCheck, pulseCollisions, objectHit and objectHitList.
Removed a check in Python API touch.setProperty() for the property name on the sensor owner before allowing the name to be set - it makes no sense and isnt checked when creating the sensor.
- SCA_DelaySensor.py indent error making epydoc fail.


Revision 8fa180a by Matt Ebb
February 26, 2009, 00:13 (GMT)
* Fix for a small bug where multiple scattering wasn't being enabled properly.
* Also a MSVC compile fix
February 25, 2009, 20:07 (GMT)
Continue snapping cleaning job.

Snap to armature correctly in edit mode and when posed.
Merge snap and embed in skeleton sketching. Ctrl key does both, depends on the snap mode (volume or other). Snaps to other strokes in all snapping mode except Volume.
February 25, 2009, 19:29 (GMT)
2.5: Particle edit mode more functional now. Transform, brush
editing, paint cursor, radial control, mouse/border/circle/lasso
select, mirroring, bad level calls fixed, etc.

February 25, 2009, 17:20 (GMT)
forgot this file- remove Sumo from the menu if its disabled.
February 25, 2009, 17:19 (GMT)
New Pulse option for the collision sensor (off by default wont change existing logic)

Previously only the first collision would trigger an event (no collisions a negative event ofcourse)

With the Pulse option enabled, any change to the set of colliding objects will trigger an event.

Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically.

Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers.

Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material.

- pulse isnt a great name, could change this.

February 25, 2009, 14:50 (GMT)
2.5

SHIFT+A add armature didn't add a bone yet. :)

February 25, 2009, 13:48 (GMT)
2.5

Four new operators for Armature editmode, by Arystan D.

- Extrude (Ekey)
Extrude forked (shift-E when mirror on)
- CTRL+click extrude
- Delete selected (Xkey)
- Duplicate (shift-D)


February 25, 2009, 12:07 (GMT)
Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID.
Now Sumo is has been deprecated for a while we might want to remove it for 2.5.

Revision f58b4ee by Joshua Leung
February 25, 2009, 11:26 (GMT)
Animato Conversions:

Action Channels (for bones only) are now converted to the new Action Groups, restoring expand/collapse functionality for these, which was quite helpful.
Revision e6b05ab by Joshua Leung
February 25, 2009, 10:55 (GMT)
Outliner/Datablocks view: IKEY/Alt-IKEY Hotkeys work for Inserting/Deleting keyframes via KeyingSets
Revision 3767070 by Joshua Leung
February 25, 2009, 10:27 (GMT)
Anim-Channel Filtering: If an object only has animation-data attached to one of its Material datablocks, they will now get included too.

This makes it possible to edit keyframes for material animation where no object-linked animation exists. However, this is provided that the material is linked to an object!
February 25, 2009, 09:54 (GMT)
2.5

Bugfix in compositor: code that duplicated the nodetree and merged
viewer images back lacked handling the case when a viewer was not
set active yet.

This fixes eternal loops in compositor after removing Viewers.

February 25, 2009, 09:36 (GMT)
2.5

Bugfix: commit of last week that moved object_handle_update() out
of the view3d code into event loop caused render to crash. This
update should not be called during render. In future it'll even
be thread-locked or better; solved by giving objects an 'owner'
for storage of updates.

This solves a lot of crashes on render.

February 25, 2009, 06:43 (GMT)
Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.

February 25, 2009, 03:26 (GMT)
remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if statements
February 24, 2009, 21:25 (GMT)
Snaping cleanup, removing a lot of duplicate code.

Snapping to armatures: non-editmode armatures only, rest pose only, ... (this is mostly work in progress code).
February 24, 2009, 17:34 (GMT)
building the game engine without SDL works again
Revision d986251 by Kent Mein
February 24, 2009, 16:51 (GMT)
Added return statements to a couple of functions that didn't have
them and removed an extra ;

Kent
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