Actually we only have a Python API that allows to change the max jumps value.
The patch also allows non programmers to change the maximum numbers of jumps.
Reviewers: panzergame, sybren, campbellbarton, lordloki, moguri, agoose77
Reviewed By: lordloki, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1302
Title says it all, based on feedback of artists from gooseberry team.
This mainly affects cases when going to a local view from layers setup
when some lamps were on invisible layers. Those lights are no longer
becoming visible to the object in local view.
Reviewers: brecht, juicyfruit, dingto
Reviewed By: juicyfruit, dingto
Subscribers: maxon, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1326
The issue was caused by non-continuous tangent space calculated for triangles.
This commit adds a Tangent input to Hair BSDF node which can be used to hook up
Tangent calculated form UV as an input to the node in order to make sure the
tangent space is continuous.
Doing this as an input instead of using default tangent layer from UV because of
several reasons:
- This way it's really easy to preserve compatibility with existing setups.
- Default UV map is not necessarily giving continuous space, one might want to
use other tangent space sources or distort the space for some artistic
decision.
Reviewers: juicyfruit, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D1428
Currently only image loading benefits of this and will give magenta color
when image manager detects it's running out of memory.
This isn't ideal solution and can't handle all cases. For example, OOM
killer might kill process before it realized it run out of memory, but
in other cases this could prevent some crashes.
Reviewers: juicyfruit, dingto
Differential Revision: https://developer.blender.org/D1502
* Change the character jumping variables and methods from int to char.
* Limit the maxJumps integer value from 0 to 255.
* Allow to set the minimum jump amount to 0.
Reviewers: panzergame, lordloki, moguri
Reviewed By: lordloki, moguri
Subscribers: agoose77
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1305
Currently OpenCL devices are packing images into a single texture,
which means technically number of textures is not limited here.
Now OpenCL will use same number of textures as CPU. If we want
to bump number of textures further, this values are to be modified
in sync.
NOTE OpenCL still does not support float textures.
Original patch from a guy called bliblubli in the tracker with
some own modifications.
Reviewers: brecht, dingto, sergey
Differential Revision: https://developer.blender.org/D1530
The icon16 and icon32_mesh_capsule.dat files are committed with 0 Kb, because I used the patch from the differential from the Phabricator which I done with a regular .diff file.
This patch adds icons to the physic collision shapes.
Adding a new capsule shape 'mesh_capsule' icon which represent the shape better then the metaballs icon.
And replace the metaballs icon for the Blender collision shape.
{F206628}
Reviewers: moguri, sybren, agoose77, lordloki, mont29, panzergame, campbellbarton
Reviewed By: lordloki, panzergame, campbellbarton
Projects: #game_engine, #game_ui, #user_interface
Differential Revision: https://developer.blender.org/D1403
This patch will delete all associated objects from a group instance (dupli group) if the are deleted.
Reviewers: brita_, sybren, lordloki, moguri
Reviewed By: lordloki, moguri
Projects: #game_engine
Maniphest Tasks: T36388
Differential Revision: https://developer.blender.org/D1205
Extending the existing game actuator with a screenshot function, to give also non programmers the ability to take screenshots in the BGE.
Reviewers: lordloki, campbellbarton, moguri
Reviewed By: lordloki, moguri
Subscribers: lordloki, Genome36
Projects: #game_engine
Differential Revision: https://developer.blender.org/D651
Use new interp_m4_m4m4 instead of blend_m4_m4m4.
Note that maybe we could replace other usages of blend_m... by interp_m...,
but this should be investigated on a case-by-case basis.
mat3_polar_decompose gives the right polar decomposition of given matrix,
as a pair (U, P) of matrices.
interp_m3_m3m3 uses that polar decomposition to perform a correct matrix interpolation,
even with non-uniformly scaled ones (where blend_m3_m3m3 would fail).
interp_m4_m4m4 just adds translation interpolation to the _m3 variant.
Ray direction is assumed to be normalized in such areas as scaling intersection
distance on instance push/pop when doing ray-scene intersection, but it was
possible that some closures wouldn't give normalized direction which could cause
wrong intersection checks.
Now normalization will happen on surface bounce, which could be a bit of a waste
if closure actually gives normalized direction, but currently only transparent
BSDF seems to give guaranteed normalized direction.
Issue was caused by wrong intersection distance scaling on instance pop,
which could cause intersection distance to become zero, confusing following
intersection checks.
Looks like instancing of smoke sim is not supported at all
(was fake-working in 3DView in 2.74, but not rendered).
But it should not crash - code was adding temp 'fromdupli' base to the delayed
drawing list...
Nice to backport this to 2.76 I think.
This patch makes it possible to zero out angular velocity. tiny angular
velocities may cause instabilities, according to the discussion in T41943,
so they are mapped to (0, 0, 0) instead.
It also applies the same reasoning to the linear velocity, unifying the
different approaches.
Differential revision: D952
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1544