April 16, 2008, 17:40 (GMT) |
This patch spawns from this game engine issue: [#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent |
Revision d482b32 by Joshua Leung April 16, 2008, 11:02 (GMT) |
== Action Editor - Group Colours for Channels == It is now possible for Action Channels to be displayed using the colour of its group. The colour for an Action Group is only set when it is auto-created by keyframing (controls to tweak this may/may-not be added, time permitting). To enable the display of these colours, the View -> 'Use Group Colors' must be enabled. However, this is disabled by default. |
Revision 68418a9 by Brecht Van Lommel April 16, 2008, 09:08 (GMT) |
Fix for bug #9017: crash in stars rendering. |
Revision 83c5401 by Campbell Barton April 16, 2008, 08:48 (GMT) |
replace magic numbers with constants for (G.vd->persp), view naming was also using persp as a flag which worked but isnt correct. |
Revision 6b2a65a by Joshua Leung April 16, 2008, 07:33 (GMT) |
Bugfix #8948: Transformation constraint - destination rotation is in radians Unfortunately, my previous fixes here to get gears working resulted in this problem. The flip side of that was that gears worked for quite a few cases. Alas, it is not to be... The bug is now fixed, but gears no longer work any more. Sadly, there is not much I can do about this. |
Revision 190c18a by Campbell Barton April 16, 2008, 07:27 (GMT) |
mistake in adding Ipo Extend mode menu |
Revision d5c1042 by Brecht Van Lommel April 15, 2008, 18:07 (GMT) |
Bugfix: editmode mesh transform was doing slow x-axis mirror computations with the option disabled. Also small memory usage optimization for vertex groups. |
April 15, 2008, 15:52 (GMT) |
This fixes a Buffer Overflow Vulnerability reported by Secunia Research SAID: SA29818 (http://secunia.com/advisories/29818/) Credit: Stefan Cornelius, Secunia Research The old code trys to do a sscanf %s %d %s %d from a line in the image file. Now it copies over that line to a max buffer of size 540 chars before doing the sscanf. (I just picked a constant that was siginficatly large) It also checks to see if it gets all 4 values if not return NULL. Kent |
Revision e971f84 by Campbell Barton April 15, 2008, 15:29 (GMT) |
lock view area wasnt working when all bones were de-selected |
Revision 0346ed8 by Campbell Barton April 15, 2008, 14:34 (GMT) |
added a E as a key shortcut to IPO Extend Mode |
Revision 67e2d05 by Campbell Barton April 15, 2008, 14:15 (GMT) |
Ipo View Option - Loc View Area - stops using each ipo's view area when changing ipo's. |
Revision 13ec85a by Brecht Van Lommel April 15, 2008, 13:07 (GMT) |
Bug #8950: dependency cycles weren't always printed correct. For debugging, also added a name for each dependency relation, and when a cycle is detected it now prints the full cycle to the console. |
Revision 2147e74 by Campbell Barton April 15, 2008, 09:20 (GMT) |
made sculpt axis locking use local/global space (using the transform space) also added some checks for sculpt mixing with other modes (was possible to mix sculpt+posemode) |
Revision 6bb327b by Benoit Bolsee April 14, 2008, 22:45 (GMT) |
BGE fix: keep reference count consist on source object when replicating property copy actuator |
Revision 8157919 by Campbell Barton April 14, 2008, 21:37 (GMT) |
terrain sculpting enhancements, axis locking and brush strength multiply by grid |
Revision 5660533 by Benoit Bolsee April 14, 2008, 20:54 (GMT) |
fix BGE bug #8309: After Parent Object added to the visual layer, Child Camera won't follow. This bug fix is made of two parts: 1) It's now possible to dynamically add a camera. 2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera. This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication. |
Revision 0b8b436 by Brecht Van Lommel April 14, 2008, 19:48 (GMT) |
Patch #8034: "soft" option for halos, which avoids ugly intersections with geometry, and makes halos look more volumetric. Patch contributed by Markus Ilmola, thanks! |
Revision 7eb1b45 by Brecht Van Lommel April 14, 2008, 15:40 (GMT) |
Fix for bug #7903 and #8960: arealight giving black borders and not working correct with translucency. Removed a check that presumably is an optimization, but can't work correct and also gives no noticable performance difference in my tests. |
Revision f8a2935 by Brecht Van Lommel April 14, 2008, 13:09 (GMT) |
Fix for bug #8957: undo lost scenes assigned to screens. |
Revision 6da7b60 by Brecht Van Lommel April 14, 2008, 10:14 (GMT) |
Attempted fix for bug #8349: QMC raytracing being very slow on some computers, probably due to slow multithreaded malloc. Now each render thread keeps a list of qmc samplers that it fills as needed while rendering (since it is hard to predict the actual amount needed in advance due to ray recursion). |
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