* 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.
- 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.
In case someone reads those SVN logs: you can enable some extra broadphase SSE optimizations by replacing WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER by WIN32 in extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvt.h
Thanks to Benoit Bolsee for the upstream patch/contribution.
Removed some obsolete files, they were just intended for comparison/testing.
working with relative paths. Still doesn't work optimal, since
paths are relative to game.blend which is in the app bundle
under Contents/Resources, so other files need to be moved there
manually at the moment.
The NLA_IPO_SCALED define don't check if we have a Ipo Space open,
so in some case (like when you move a rig with locrot key) when
the function make_ipokey_transform is called, Blender crash.
----------
Second and final part of MTex API changes. Added support for new attributes for MTex World objects, stricter checking of attribute types for materia/lamp/world MTex objects, setters for lamp.textures and world.textures attributes, and updated documentation.
saves a marshal'd GameLogic.globalDict to the blendfile path with the blend extension replaced with bgeconf
Use this in YoFrankie to save keyboard layout and graphics quality settings.
[#15135] imbuf DDS support: sync to nvidia texture tools revision 602 + fix for ATI2 compressed normal maps
It just updates the dds stuff.
Provided by Amorilia
Kent
background images and node previews goes wrong. The exact cause
of that is not sure, may be a driver bug, workaround is to fall
back to another slower function.
There were too many undo events being added for IPO Editor when selecting items with the mouse. Removed deselectall_editipo()'s undo push, as it was never called standalone anyway.
When editing IPO curve handles on a curve that belongs to a NLA-strip with repeat != 1 and 'AutoMerge Keyframes' on, the scaling correction was causing more problems than it was worth.