Joshua Leung [Fri, 22 Aug 2008 12:10:02 +0000 (12:10 +0000)]
A bit of cleanup of warnings (gcc).
Warnings still exist in the following places:
* places (exotic.c, etc.) where format strings still use 'longs' but datatype is uintptr_t (i.e. resulting from the win64 changes)
* shrinkwrap.c - a few "incompatable type" warnings
Joshua Leung [Fri, 22 Aug 2008 11:46:59 +0000 (11:46 +0000)]
Grease Pencil - Drawing Improvements:
This commit finishes the work started in the previous commit.
1) Reduced the effects of 'shrinking' lines with acute angles (*)
2) Ends of strokes now get crude end-caps which look ok for most purposes (they are really just simple trapeziums not fancy semicircles)
* Note: some shrinking does still occur if the stroke was drawn quickly enough for few points to be recorded. Also, although there are still zones of overlapping when there are acute angles, this is reduced to steeper angles (and is not too bad considering real-life materials)
Campbell Barton [Fri, 22 Aug 2008 10:27:16 +0000 (10:27 +0000)]
BGE data conversion was making sound paths absolute, modify a copy rather then the original.
Joshua Leung [Fri, 22 Aug 2008 08:36:29 +0000 (08:36 +0000)]
Grease Pencil: WIP commit (nothing new)
Just a little commit so that I can transfer some changes back over to laptop.
* Line drawing should now be improved for most cases, but acute angles still need more work to reduce 'shrinking' artifacts. As such, this is still hidden behind 'rt' setting
* Preparation work for Grease-Pencil in Image Editor, and also 'Stick to View' for Image/Sequence editors.
Campbell Barton [Fri, 22 Aug 2008 06:02:01 +0000 (06:02 +0000)]
BGE Python API - GameLogic.getBlendFileList(path='//') to return a list of blend's in the current directory. Needed for creating a level selector that lists all files in the level directory.
CMakeFile include path to compile with recent changes.
Andre Susano Pinto [Fri, 22 Aug 2008 00:35:14 +0000 (00:35 +0000)]
Merged shrinkwrap modifier from soc-2008-jaguarandi
Andre Susano Pinto [Thu, 21 Aug 2008 22:57:25 +0000 (22:57 +0000)]
svn merge -r 16174:16215 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Diego Borghetti [Thu, 21 Aug 2008 21:14:08 +0000 (21:14 +0000)]
Update scons files in source/gameengine/Physics/Bullet.
Please Nathan double check this, but all compile fine here :)
Janne Karhu [Thu, 21 Aug 2008 21:12:27 +0000 (21:12 +0000)]
New things for particle effectors:
- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
-Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
-The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
Benoit Bolsee [Thu, 21 Aug 2008 21:04:42 +0000 (21:04 +0000)]
BGE bug #17411 fixed: the always sensor is called before the the scale of the object is applied. The scale is now applied to the shape before the creation of the rigid body.
Ken Hughes [Thu, 21 Aug 2008 20:28:33 +0000 (20:28 +0000)]
Missing newline at EOF.
Benoit Bolsee [Thu, 21 Aug 2008 19:00:24 +0000 (19:00 +0000)]
fix warning in previous revision, update MSVC project files, scons files in source/gameengine/Physics/Bullet must be updated by adding these directories in the include list: intern/string/include, source/gameengine/Rasterizer, source/kernel/gen_system. I leave it up to more expert than me.
Ken Hughes [Thu, 21 Aug 2008 16:13:26 +0000 (16:13 +0000)]
Python API
----------
Fix typo in Mesh module exception messages (submitted by Teppo Kansala ).
Ken Hughes [Thu, 21 Aug 2008 16:10:30 +0000 (16:10 +0000)]
Python API
----------
Access to empty shapes by object.emptyShape attribute, contributed by Domino
Marama (thanks!)
Benoit Bolsee [Thu, 21 Aug 2008 15:19:54 +0000 (15:19 +0000)]
BGE bug #17491 fixed: BGE, Dupli instance with different scale, massive slowdown.
The root cause of this bug is the fact that Bullet shapes
are shared between duplicated game objects. As the physics
object scale is stored in the shape, all duplicas must
have the same scale otherwise the physics representation
is incorrect.
This fix introduces a mechanism to duplicate shapes at
runtime so that Bullet shapes are not shared anymore.
The drawback is an increased memory consuption.
A reference count mechanism will be introduced in a
later revision to keep Bullet shape shared between
duplicas that have the same scale.
Benoit Bolsee [Thu, 21 Aug 2008 14:07:24 +0000 (14:07 +0000)]
BGE Bullet fix: physics debug representation of cone shape does not take Up axis into account. Use Bullet 2.69 code to fix that bug.
Geoffrey Bantle [Wed, 20 Aug 2008 20:10:33 +0000 (20:10 +0000)]
-> more FLT tweaks
LOD editor input ranges were too low.
Also fixed the interface drawing so it
always started at bottom of screen area.
Geoffrey Bantle [Wed, 20 Aug 2008 19:18:52 +0000 (19:18 +0000)]
-> Fix for last commit
The range of allowed values for the LOD editor
inputs was too low.
Geoffrey Bantle [Wed, 20 Aug 2008 19:10:33 +0000 (19:10 +0000)]
-> LOD and DOF editor scripts
Two new scripts for the 'Misc' Menu. LOD and DOF
Editors for creating/editing DOF and LOD FLT nodes
inside of blender.
Campbell Barton [Wed, 20 Aug 2008 06:11:11 +0000 (06:11 +0000)]
GameLogic.globalDict blenderplayer now keeps settings when loading new blend files.
workaround for python stopping and starting by storing the dictionary as marshal'd data. this means only python types are supported.
This feature is needed so when switching from a menu to a level blendfile, the configuration isnt lost.
Diego Borghetti [Tue, 19 Aug 2008 14:39:11 +0000 (14:39 +0000)]
Ipo Handle vertex have own color and size (Venom request).
Now the vertex of the ipo handle have own color and
size, can be change from Theme -> Ipo Curve Editor:
Handle Vertex - (Default Color)
Handle Vertex Select - (Selected Color)
Handle Size - (Point size, for vertex)
Add subverion so by default the handler have the same
settings that the ipo vertex options.
Campbell Barton [Tue, 19 Aug 2008 11:53:24 +0000 (11:53 +0000)]
Added GameLogic.globalDict, this is a place where data can be stored even when new blend files are loaded. Using for apricot so frankie can go into levels in new blendfiles keeping his inventory, currently it dosnt work for the blenderplayer which stops python before loading new blend files.
Daniel Genrich [Tue, 19 Aug 2008 11:26:18 +0000 (11:26 +0000)]
Particles now got that force-hiding feature, too --> jahka: please take a look :)
Campbell Barton [Mon, 18 Aug 2008 23:48:59 +0000 (23:48 +0000)]
BGE Blend file loading was using BLO_read_from_memory which meant relative linked libraries could not be found.
This is odd because BLO_read_from_file was commented out with """//this doesn't work anymore for relative paths, so use BLO_read_from_memory instead"""
Undoing Erwins changes from r7497, just use normal file loading. From the commit log its not clear if he means relative filenames or relative linked libs but from testing both work now.
Ken Hughes [Mon, 18 Aug 2008 22:39:55 +0000 (22:39 +0000)]
Python API
----------
Add Material.enabledTextures attribute; this allows users to enable and
disable textures assigned to a material.
Daniel Genrich [Mon, 18 Aug 2008 19:32:21 +0000 (19:32 +0000)]
Little tweaks so 0 wind results in 0 noise, also removed double-mass dependancy in cloth
Andre Susano Pinto [Mon, 18 Aug 2008 19:31:40 +0000 (19:31 +0000)]
Implemented a find_nearest with heaps. This reachs a minimal number of distance queries.
But the cost of maintaining the heap seems to be very high.
For now DFS with local heuristics gets better times.. so BVHTree still uses that.
Daniel Genrich [Mon, 18 Aug 2008 14:41:24 +0000 (14:41 +0000)]
a) Forces can be hidden by deflector object now (need to talk with jahka about particle integration - should be copy-paste) see dldw.de/tmp/index.php?file=w2.blend (press play button in timeline and change the absorption value ob the cube) b) fixed deflector/collision bug with continues physics c) cloth wind/forces uses masses now d) even faster collision object gathering e) have fun ;)
Andre Susano Pinto [Mon, 18 Aug 2008 14:33:26 +0000 (14:33 +0000)]
svn merge -r 16077:16174 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Campbell Barton [Mon, 18 Aug 2008 12:40:31 +0000 (12:40 +0000)]
python get/set material function for 3d text
Brecht Van Lommel [Mon, 18 Aug 2008 11:55:40 +0000 (11:55 +0000)]
Fix for bug #17485: inter object sensor/controller/actuator links could
get lost in reading libraries. The pointers were being remapped in the
expand stage, but not all objects were guaranteed to be linked in at that
point, so they got lost. Now it always does this in the lib linking stage
for both regular and library objects.
Daniel Genrich [Mon, 18 Aug 2008 11:09:27 +0000 (11:09 +0000)]
a) New unified effector system by Janne (jahka) + Me (genscher): particle and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :)
Daniel Genrich [Mon, 18 Aug 2008 10:48:37 +0000 (10:48 +0000)]
#2: Fixing compile errors on mingw/cygwin (reported by aligorith)
Daniel Genrich [Mon, 18 Aug 2008 10:37:15 +0000 (10:37 +0000)]
Fixing compile errors on mingw/cygwin (reported by aligorith)
Campbell Barton [Mon, 18 Aug 2008 02:29:25 +0000 (02:29 +0000)]
Added vec.reflect(mirror) method to Python Mathutils Vector type
also made sensor and actuator text areas a bit bigger so full names can be read.
Andre Susano Pinto [Sun, 17 Aug 2008 23:48:16 +0000 (23:48 +0000)]
BVHTree fix (non 2.47)
It was building incorrect trees when there was only 1 leaf.
Code fixed to always generate a tree with at least 1 branch.. since most of bvh code relies on this.
Daniel Genrich [Sun, 17 Aug 2008 23:03:45 +0000 (23:03 +0000)]
another compile fix reported by ccherrett
Daniel Genrich [Sun, 17 Aug 2008 22:58:00 +0000 (22:58 +0000)]
another compile fix reported by ccherrett
Benoit Bolsee [Sun, 17 Aug 2008 22:32:40 +0000 (22:32 +0000)]
Update MSVC project files after Win64 patch
Benoit Bolsee [Sun, 17 Aug 2008 22:28:30 +0000 (22:28 +0000)]
Fix compile problem in MSVC after Win64 patch
Daniel Genrich [Sun, 17 Aug 2008 19:58:13 +0000 (19:58 +0000)]
Win64: Another missing include only appearing with powerpc-apple-gcc-4.x (reported by daredemo/#blendercoders)
Daniel Genrich [Sun, 17 Aug 2008 17:22:10 +0000 (17:22 +0000)]
Win64: compiles fine with scons with gcc now
Daniel Genrich [Sun, 17 Aug 2008 17:16:49 +0000 (17:16 +0000)]
Win64: forget include => this compile errors never showed up on msvc (if anyone wonders)
Daniel Genrich [Sun, 17 Aug 2008 17:12:10 +0000 (17:12 +0000)]
Win64: forget include
Willian Padovani Germano [Sun, 17 Aug 2008 17:11:51 +0000 (17:11 +0000)]
== BPython API ==
Bug: Draw.Number wasn't properly checking that the initial, min and max values passed to it were numbers. On errors Python would set an error flag that would only be caught later on, masking where the real problem was. Pesky bug...
Reported by André (jaguarandi) on irc, thanks!
PS for bpy devs: PyInt_AsLong returns -1 on error and sets the error flag. With functions like that we need to take special care or not that obvious bugs appear.
Daniel Genrich [Sun, 17 Aug 2008 17:11:00 +0000 (17:11 +0000)]
Win64: forrget include
Daniel Genrich [Sun, 17 Aug 2008 17:08:00 +0000 (17:08 +0000)]
Win64: please check my changes if you ran across them ;) But should be fine since no additional crashes were reported!
Daniel Genrich [Sun, 17 Aug 2008 16:36:37 +0000 (16:36 +0000)]
Win64 commit: first little commit to test how it compiles on other plattforms - I'll then commit the other changes if all is fine :)
Benoit Bolsee [Sat, 16 Aug 2008 20:45:37 +0000 (20:45 +0000)]
BGE patch: New Delay sensor (derived from patch #17472)
Introduction of a new Delay sensor that can be used to
generate positive and negative triggers at precise time,
expressed in number of frames.
The delay parameter defines the length of the initial
OFF period. A positive trigger is generated at the end
of this period. The duration parameter defines the
length of the ON period following the OFF period.
A negative trigger is generated at the end of the ON period.
If duration is 0, the sensor stays ON and there is no
negative trigger.
The sensor runs the OFF-ON cycle once unless the repeat
option is set: the OFF-ON cycle repeats indefinately
(or the OFF cycle if duration is 0).
The new generic SCA_ISensor::reset() Python function
can be used at any time to restart the sensor: the
current cycle is interrupted and no trigger is generated.
Janne Karhu [Sat, 16 Aug 2008 16:29:12 +0000 (16:29 +0000)]
Boids didn't get correct fall-off from wind effector.
Boids now react to vortex field also.
Janne Karhu [Sat, 16 Aug 2008 16:21:01 +0000 (16:21 +0000)]
Animateable (ipos) power and fall-off for particle effectors.
Campbell Barton [Sat, 16 Aug 2008 12:42:34 +0000 (12:42 +0000)]
warning message for when sensors loose their controllers, has been a problem recently with linking in groups that contain game logic.
- also useful for testing bug [#17485] Sensors lost when loading objects from a group (apricot showstopper)
Campbell Barton [Sat, 16 Aug 2008 00:06:51 +0000 (00:06 +0000)]
SCA_PythonController.cpp - Made errors in python print the controller name, useful when blender crashes on printing the python error which happens frequently.
buttons_logic.c - NULL checks for game logic buttons, linking in groups with some logic links to objects outsude the group could crash blender. There are NULL checks for this case elsewhere so I assume it should be supported.
CMakeLists.txt - remove YESIAMSTUPID option, is not used anymore.
Benoit Bolsee [Fri, 15 Aug 2008 22:17:50 +0000 (22:17 +0000)]
BGE bug fix: the fix in revision 16022 for bug #17450 was wrong: the formula used to extract scaling and rotation was giving incorrect results for some type of rotation, leading to wrong position and orientation for parented objects with no scale applied. The new formula follows Blender's internal math.
Andre Susano Pinto [Fri, 15 Aug 2008 00:51:44 +0000 (00:51 +0000)]
Simpledeform origin is no longer attache to parent by default
That was due to a current limitation on dag system.. that leads to cyclic dependencies.
So now you can attach the origin of a simpledeform to an empty and mark whether its
affected by the relative position of empty or the global one.
brecht found a workarround to solve the cyclic dependency by
using a parent of both the mesh and the control empty:
empty_parent
|
|-> empty controlling simpledeform
|-> mesh with simpledeform modifier
Martin Poirier [Thu, 14 Aug 2008 19:16:55 +0000 (19:16 +0000)]
Fixing button placement typo reported by Carsten on mailing list
Andre Susano Pinto [Thu, 14 Aug 2008 15:37:47 +0000 (15:37 +0000)]
Fixed bug related to some missed rays-hits.. just a lack of a FLT_EPSILON
Campbell Barton [Thu, 14 Aug 2008 08:58:25 +0000 (08:58 +0000)]
Python API get/setObject update for Actuators. (SetParent, AddObject, Camera and TrackTo)
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
Diego Borghetti [Thu, 14 Aug 2008 06:42:52 +0000 (06:42 +0000)]
Last part of the svn release commit.
No need freeze, in a sec I merge both revision into
the 2.47 branch and tag it.
Diego Borghetti [Thu, 14 Aug 2008 06:33:19 +0000 (06:33 +0000)]
Part one of the 2.47 release commit
Campbell Barton [Thu, 14 Aug 2008 05:06:59 +0000 (05:06 +0000)]
bugfix (good for 2.47) - 2 cases of returning Py_None without increfing it. this can crash blender.
Campbell Barton [Thu, 14 Aug 2008 03:23:36 +0000 (03:23 +0000)]
game engine python api
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
Andre Susano Pinto [Thu, 14 Aug 2008 03:05:13 +0000 (03:05 +0000)]
Added subsurface levels option to normal projection.
Now when doing normal projeciton is possible to ask it to project along the normals
that the vertex would have if it was subsurfaced... this gives "better" projections on
low polys.
Point of this commit is to add the feature request from Eclectiel
http://blenderartists.org/forum/showpost.php?p=
1181531&postcount=9
workflow as Eclectiel wanted is now possible:
to archieve a nice low-res retopology that aproximates a high-res mesh when subsurfaced:
1 - make base low-poly retopo
2 - apply a shrinkwrap with projection along normal.. and with SS level = N (where N>0)
3 - add a Subsurface with level N
4 - run bretch's script (ss_fit)
Andre Susano Pinto [Wed, 13 Aug 2008 20:18:56 +0000 (20:18 +0000)]
Fixed problem of "lack of normal information"
Andre Susano Pinto [Wed, 13 Aug 2008 19:22:35 +0000 (19:22 +0000)]
svn merge -r 15988:16077 https://svn.blender.org/svnroot/bf-blender/trunk/blender
To have the 50% faster nearest_surface point.
Changed mesh_faces_nearest_point to return the face normal instead of collision normal
Martin Poirier [Wed, 13 Aug 2008 17:38:38 +0000 (17:38 +0000)]
Snap menu header rewording, to make documentation clearer (there was "mode" and "snap mode").
This can and should be merged for 2.47, as the docs will use those wordings.
Andre Susano Pinto [Wed, 13 Aug 2008 17:34:09 +0000 (17:34 +0000)]
Fixed a typo
I was using the word "kept" (past tense) instead of "keep" (basic form).
I hope my english teachter dont sees this commit xD
Andre Susano Pinto [Wed, 13 Aug 2008 13:36:09 +0000 (13:36 +0000)]
Fixed compile for windows
Brecht Van Lommel [Wed, 13 Aug 2008 10:19:47 +0000 (10:19 +0000)]
Bugfix: in the game engine, errors in a particular python script caused
somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
Andre Susano Pinto [Wed, 13 Aug 2008 01:38:13 +0000 (01:38 +0000)]
fixed a bug related with "cullfaces" option on shrinkwrap
enabled openmp during the tree queries (before it was only enabled during tree building)
Andre Susano Pinto [Tue, 12 Aug 2008 20:43:10 +0000 (20:43 +0000)]
*Added documentation mainly at shrinkwrap.c
*removed commented code about the dropped shrinkwrap options
*Removed references to "cut plane", "limitMesh".. its now called "auxiliar target"
*Added option to shrinkwrap over an selected axis
*"Normal projection" mode is now called "projection" since it can now project over "normal, and any combination X, Y, Z"
Andre Susano Pinto [Tue, 12 Aug 2008 13:30:17 +0000 (13:30 +0000)]
New nearest_point_in_tri_surface function.. 50% faster
Results were verified against the old function
Non 2.47 fix
Campbell Barton [Tue, 12 Aug 2008 12:32:54 +0000 (12:32 +0000)]
raise an error when assigning properties to a game object that cant be converted. also use python apis functions for converting floats and int types (faster then PyArg_Parse)
Jens Ole Wund [Mon, 11 Aug 2008 20:40:29 +0000 (20:40 +0000)]
bdiego no 2.47 option for now
make soft bodies spawn threads on a mid level
use G.rt == 16 to switch to 'old style'
i am going to remove that G.rt switch if everyone is fine /* i do not intend to keep 2 versions of code up because of "BAD STYLE" */
so .. give feed back ..
Ken Hughes [Mon, 11 Aug 2008 19:06:30 +0000 (19:06 +0000)]
Python API
----------
Added texture.offset and textute.gain attributes, to access parameters for Musgrove textures.
Andre Susano Pinto [Mon, 11 Aug 2008 13:29:38 +0000 (13:29 +0000)]
svn merge -r 15988:16055 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Andre Susano Pinto [Mon, 11 Aug 2008 13:16:06 +0000 (13:16 +0000)]
preparing to merge trunk (those files were sent to trunk)
Matt Ebb [Mon, 11 Aug 2008 05:23:36 +0000 (05:23 +0000)]
* Fix for a bug zanqdo reported in IRC - transparent shadows were not
getting correct alpha when cast through node materials - in fact the
node tree wasn't being shaded at all.
Campbell Barton [Mon, 11 Aug 2008 03:52:21 +0000 (03:52 +0000)]
fix for [#17365] PLY export script writes comment in invalid way
this is good for 2.47
Joshua Leung [Sun, 10 Aug 2008 03:39:09 +0000 (03:39 +0000)]
Changed a few places where visibility for EditMode bones is tested, so that they now use a macro I introduced in the previous commit.
Joshua Leung [Sun, 10 Aug 2008 03:10:07 +0000 (03:10 +0000)]
== Armature Editing Tweaks ==
* New Tool: Switch Direction
This tool switches the direction of selected bones in EditMode, and can be found under the Specials Menu (WKey). It also adjusts the parenting, so that continuous chains can still be linked.
* Bone Locking:
Removed Lock/Unlock functions from Specials menu, and moved this functionality under the Toggle/Set/Clear Bone Settings tools (Shift/Ctrl-Shift/Alt W respectively)
Campbell Barton [Sun, 10 Aug 2008 01:38:02 +0000 (01:38 +0000)]
* Script to convert BDF pixel fonts into C++ files blender can read. - Amiga bitmap font example download.blender.org/ftp/incoming/bitmap.png
* BF_CONFIG was missing from SCons help menu.
Ken Hughes [Sat, 9 Aug 2008 22:24:12 +0000 (22:24 +0000)]
Python API
----------
Remove documentation for Render.EnableEdgeShift and Render.EnableEdgeAll methods, which are no longer in the API.
Joshua Leung [Sat, 9 Aug 2008 10:50:59 +0000 (10:50 +0000)]
Bugfix #17465: "Pose Edit Not Possible" message activated on 3D navigation
When navigating the 3d-view with a bone (or bones) selected, 'Rest Pose' enabled for the armature, and 'Orbit Around Selection' turned on, a "Pose Edit Not Possible" warning would pop up every time the view was manipulated.
Was caused by a missing check for the 'TFM_DUMMY' transform mode used when calculating center to use (based on active item)
Janne Karhu [Fri, 8 Aug 2008 16:40:41 +0000 (16:40 +0000)]
Fix for [#13697] Reactor particles with children doesn't render
-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
Janne Karhu [Fri, 8 Aug 2008 15:38:14 +0000 (15:38 +0000)]
Fix for [#16671] Moving a metaball that a particle system uses as a object (for visualization) also moves the particles
-The particle dupliobjects were using the objects trackflag in combination with it's rotation causing strange behavior. Now the trackflag is ignored and only the rotation of the object being duplicated is taken into account.
Daniel Genrich [Fri, 8 Aug 2008 14:24:47 +0000 (14:24 +0000)]
Fixing point-face distance to support degenerated tris/quads with area<FLT_EPSILON
Remigiusz Fiedler [Fri, 8 Aug 2008 11:40:51 +0000 (11:40 +0000)]
forgot update ver.number in last commit
Joshua Leung [Fri, 8 Aug 2008 10:15:08 +0000 (10:15 +0000)]
== PoseLib: Add New (on Current Frame) ==
When adding poses to a PoseLib, it is now possible to make them be added on the current frame. It is still recommended to use the default method (plain Add New), as it is prevents poses stored in the PoseLib from being overwritten accidentally.
Benoit Bolsee [Fri, 8 Aug 2008 09:57:17 +0000 (09:57 +0000)]
BGE bug #17450 fixed: When we have parented objects with no scale-applyed objects the ray hit system doesn't work properly. Fix by separating rotation and scaling in the parent inverse node to keep scaling correct down to the leaf objects. Only isotropric scaling should be used, as always with the BGE.
Benoit Bolsee [Fri, 8 Aug 2008 09:52:32 +0000 (09:52 +0000)]
Update MSVC project to include bvhutils.c
Geoffrey Bantle [Thu, 7 Aug 2008 22:31:35 +0000 (22:31 +0000)]
-> Fix for warnings in FLT exporter and Palette Manager
Removed buffer overflow masking warnings from the
FLT exporter and Palette Manager.
Daniel Genrich [Thu, 7 Aug 2008 22:05:45 +0000 (22:05 +0000)]
Fixing compile error with msvc (introducing max tree to 32)
Andre Susano Pinto [Thu, 7 Aug 2008 20:12:56 +0000 (20:12 +0000)]
Fixed compiling warnings of bvhutils.c
Commited the right version of BLI_kdopbvh.c
Ken Hughes [Thu, 7 Aug 2008 18:01:39 +0000 (18:01 +0000)]
Disable redcode (the file format of RED one, R3D) by default.
Benoit Bolsee [Thu, 7 Aug 2008 17:29:06 +0000 (17:29 +0000)]
BGE bug #17408 fixed: Radar sensor is oriented the wrong way when the set along negative axis. Improve reliability of Radar detection by clearing the manifold cache instead of updating it.
Daniel Genrich [Thu, 7 Aug 2008 17:27:29 +0000 (17:27 +0000)]
BVH-KDOP update (merge from shrinkwrap branch): supports raytracing, nearest neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel
Andre Susano Pinto [Thu, 7 Aug 2008 15:18:47 +0000 (15:18 +0000)]
Moved bvhtree_from_mesh api to its own files
BKE_bvhutils.h and intern/bvhutils.c
Andre Susano Pinto [Thu, 7 Aug 2008 14:26:27 +0000 (14:26 +0000)]
Added several comments to BLI_kdopbvh
Changed BENCH to print both wall-clock/real time and cpu time
Benoit Bolsee [Thu, 7 Aug 2008 11:31:24 +0000 (11:31 +0000)]
BGE bug #17409 fixed: BGE Near Sensor Incorrect once inside the radius. The bug is located in Bullet: the manifold contact points for non-response objects (sensor, ghost) are not refreshed and stay in the cash as long as the objects overlap in the broad phase. Instead of fixing Bullet, I put a work around in the BGE. This may need review when a new Bullet library is integrated