Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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September 14, 2008, 17:19 (GMT)
fix for what looks like simple mistake, function wasnt returning any values (compiler warning) and the variable being checked to return a value was never assigned.
September 14, 2008, 16:22 (GMT)
Bugfix: avoid crash with too long pathname.
Revision 6977816 by Ken Hughes
September 14, 2008, 14:17 (GMT)
Python API
----------
Fix C90 mixed declarations and code.

Revision 4245aae by Joshua Leung
September 14, 2008, 12:41 (GMT)
== Global 'Delete Key' Tool ==

The 'opposite' of the "Insert Key" tool.
- Use the hotkey Ctrl-Alt-IKEY to activate.
- Only available in 3d-view and buttons window

I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
September 14, 2008, 09:09 (GMT)
Bugfix #17608

Fileselect window:
Pressing X to remove a file should not work in databrowse view.

Revision 375a6bb by Joshua Leung
September 14, 2008, 05:52 (GMT)
More bugfixes:

* Added missing includes
* Fixed typos in header
* Added code to get ipo for 'Available' keyingsets to work
September 14, 2008, 05:42 (GMT)
game engine didnt compile with recent keyframing changes
September 14, 2008, 05:10 (GMT)
running scripts in background mode would crash in some cases. (tested all scripts, none segfault now)
Revision 0f1a1a1 by Joshua Leung
September 14, 2008, 04:32 (GMT)
== Keyframing - Cleanup of API ==

* Moved all keyframing functions to their own file (keyframing.c)

* Merged all the different keyframing options (needed, visual, fast) into a single API call. The direct benefit of this is that it allows them to be used in conjunction with each other. Also, this means that when using the IKEY, autokeying settings for these are respected too.

* Implemented 'keyingsets' system (instead of directly calling insertkey on relevant channels), which is easier to maintain and cleaner. A keyingset basically defines all the channels that can be keyframed together. This paves the way for custom keyingsets sometime down the track (and also for quick-insert keyframes for previously used keyingset).

Menus for choosing the keying set to use are generated automatically from the definitions.
September 14, 2008, 03:51 (GMT)
Fix for bug #5758 and #17585: armatures with IK constraint did not
work in the game player, now the IK lib is linked into the player.

Makefiles/Scons/CMake buildsystems have been updated.

Fix materials nodes to work in the game player.

September 14, 2008, 01:10 (GMT)
Fix for bug #7097: blender multitexture materials in the game engine
player did not enable mipmapping when falling back to texfaces.

Also commented out code that disabled mipmapping in the player on
Mac OS X. If that is a workaround for a bug it is a really poor one,
and hopefully fixed now since this code is from 2002 or earlier.

September 14, 2008, 00:32 (GMT)

Various game engine fixes:

* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.

Revision 06be416 by Janne Karhu
September 13, 2008, 21:06 (GMT)
Fix for #11740 - Reactor particles do not render in animation.
- Particle data was deleted when the current frame was outside the baked range. Reactor particles need this data to store birth and death times.
September 13, 2008, 19:19 (GMT)
Game engine: added Rasterizer.get/setMaterialMode to set texface,
multitexture or glsl materials. This does not affect existing
scenes, only newly created ones.

Revision d218650 by Janne Karhu
September 13, 2008, 18:09 (GMT)
Particle collisions upgrade:

- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.

To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
September 13, 2008, 16:03 (GMT)
BGE patch: use new btScaledBvhTriangleMeshShape to allow shape sharing between replicas and avoid BVH rebuild in case of scaling. This will save memory and speed up greatly the instantiation of static mesh.
September 13, 2008, 14:21 (GMT)
Fix to make blenderplayer compile with makefiles on Mac OS X. It worked
on Linux already, I think there is a difference in the linker.

September 13, 2008, 12:07 (GMT)
bullet wasnt building on 64bit linux
September 13, 2008, 11:46 (GMT)
BGE patch: fix transform bug on compound shape: child shape didn't take into account parent inverse node. Fix scaling bug on instantiation of compound shape: child shape didn't have correct shape. Note: global scaling doesn't work on compound shape (limitation of Bullet); don't set any scale on the top dynamic object.
September 13, 2008, 11:43 (GMT)
return dummy python values when no joystick is present
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