Commit Graph

32455 Commits

Author SHA1 Message Date
Campbell Barton
4f7fe76617 set some function args to const, no functional change. 2011-09-12 05:01:39 +00:00
Campbell Barton
fddc655aec svn merge -r40140:r40148 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-12 04:57:20 +00:00
Campbell Barton
9a1f3c587e - fix for mesh_get_mapped_verts_nors copying short normals to floats without scaling.
- BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
2011-09-12 04:29:35 +00:00
Campbell Barton
4bd0a2ba2d replace VECCOPY -> copy_v3_v3, added copy_v*_v*_short too for typesafe copying, some parts of the code are copying float -> short normals without scaling. fix coming next. 2011-09-12 04:14:12 +00:00
Campbell Barton
2fa642b6e9 fix memory leak in array modifier not freeing editmesh, also use better names for allocs. 2011-09-12 02:44:17 +00:00
Campbell Barton
b82b8b4d05 fix [#28587] Array modifier draws an extra object
patch [#28586] from Andrew Wiggin (ender79)
2011-09-12 02:36:14 +00:00
Campbell Barton
8c43e785d9 revert own commit r40051, mesh and object pointers are needed for undo, this commit caused bug [#28625] Separate crash bug.
also added a safety check for the crash, even though reverting fixes.
bmesh_to_mesh_exec() could set me->mface array to NULL but leave me->totface when notellelation=1, which is likely to give trouble elsewhere.
2011-09-12 02:23:30 +00:00
Campbell Barton
471a86bf9c cleanup for object color theme (no functional changes), could set the opengl color 2-3 times per object. 2011-09-12 01:43:20 +00:00
Campbell Barton
736884fbcb quiet -Wundef warnings for cmake/gcc/elbeem 2011-09-12 00:55:27 +00:00
Campbell Barton
ca662d0fd6 svn merge -r40124:40140 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-12 00:38:57 +00:00
Campbell Barton
56460a0340 fix for passing NULL to strstr() in visualkey_can_use() 2011-09-12 00:13:49 +00:00
Campbell Barton
2827ee26e5 fix for ntreeGPUMaterialNodes(), using uninitialized exec pointer.
also commented some set-but-unused variables.
2011-09-12 00:00:21 +00:00
Peter Schlaile
8f9fa6a400 == Sequencer ==
Fixed silly bug, that activated proxies at the wrong time.
2011-09-11 21:46:24 +00:00
Andrew Wiggin
07687cef7d Fix for array init in BM_Point_In_Face 2011-09-11 16:41:03 +00:00
Campbell Barton
8167d8c2f1 pep8 edits 2011-09-11 15:36:11 +00:00
Bastien Montagne
16406dce64 Found other problems similar to bug #28619 in other primitive_add ops… Will continue to chek! 2011-09-11 15:33:33 +00:00
Bastien Montagne
f6822aa3de Fixed bug #28619: values of X/Y grid size were allowed to be below 3, when adding a grid primitive. 2011-09-11 15:26:46 +00:00
Sergey Sharybin
0e3856d506 Fixes for Win+SCons and disable recastnavigationif game engine is disabled in SCons 2011-09-11 15:17:54 +00:00
Benoit Bolsee
b988a2abf8 Recast: fix bad level calls, Recast compiled out if BGE not enabled. SCons updated but not tested. 2011-09-11 14:13:04 +00:00
Campbell Barton
3d3f6b1ddc fix for 'blender -E' crashing. 2011-09-11 13:46:58 +00:00
Campbell Barton
297fb6d7f7 svn merge -r40117:40124 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-11 13:23:30 +00:00
Joerg Mueller
ab2fc6f106 Audio:
* Fix for high quality upsampling which was wrong.
* Fix for doppler effects which were calculated wrong for scenes.
* Improved animation evaluation at the beginning and end of a scene.
2011-09-11 12:24:11 +00:00
Campbell Barton
5f62f5c6fe move maxseq define into DNA. 2011-09-11 10:35:26 +00:00
Campbell Barton
64aa651b1b speedup for editmesh drawing.
- avoid needless context switching quad/tri, flat/smooth.
- dont call glNormal3vf() lighting is disabled.

gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
2011-09-11 10:23:26 +00:00
Thomas Dinges
933a19c997 Game Engine:
Fixed some more abbreviations in the UI.
2011-09-11 10:00:43 +00:00
Campbell Barton
0383fb5341 svn merge -r40104:40117 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-11 08:28:16 +00:00
Dalai Felinto
ff04beb3e4 partial fix for blenderplayer linking problems (decast retour)
This fix the problem of linking the extern components for the KX module.
The remaining linking issues are related to actual bad level access so the fix is a bit more complex.

Remaining linking issues (osx cmake gcc)
###########
Undefined symbols:
  "_buildNavMeshDataByDerivedMesh", referenced from:
      KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o)
      _applyModifier in libbf_modifiers.a(MOD_navmesh.cpp.o)
  "_polyIsConvex", referenced from:
      _applyModifier in libbf_modifiers.a(MOD_navmesh.cpp.o)
  "_polyNumVerts", referenced from:
      KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o)
  "_polyFindVertex", referenced from:
      KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o)
      KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o)
      KX_NavMeshObject::BuildVertIndArrays(float*&, int&, unsigned short*&, int&, unsigned short*&, float*&, int&, unsigned short*&, int&, int&)in libge_logic_ketsji.a(KX_NavMeshObject.cpp.o)
############
2011-09-11 08:21:26 +00:00
Campbell Barton
c400046702 speedup font drawing:
for ascii characters in a utf8 string use glyph_ascii_table lookup rather than call blf_glyph_search(), otherwise fallback to blf_utf8_next() and blf_glyph_search().
2011-09-11 08:12:16 +00:00
Campbell Barton
ee154197f2 fix for error in own commit r40108. 2011-09-11 07:06:21 +00:00
Campbell Barton
5fdbfbaf3a replace magic numbers for flags for uiSetRoundBox(); 2011-09-11 06:41:09 +00:00
Dalai Felinto
5184476fe1 bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode
http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306
Game Actuator (restart or load a new file) will not keep some settings alive (as
we had in 2.49).

In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set
those settings. That was causing the blender file to change if you change the
material mode from the game.

In 2.5 this never worked, and the implementation was buggy (it's relying in the
scene settings, which get reset ever time we restart/load a new file).

My idea for fixing this is to create a new struct (GlobalSettings) where we
store any setting to be preserver during the course of the game. This is
specially important for options that require the game to restart/load new file
(graphic ones). But it later can be expanded to support other things such as
audio settings (e.g. volume), ...
I'm also planning to expand it for stereo and dome settings, but I prefer to
first get this committed and then build a new patch on top of that.


I had some problems in finding a correct way for build/link the blenderplayer
changes, so although it's working I'm not sure this is the best code (e.g. I
couldn't make forward declaration to work in GPG_Application.h for the struct
GlobalSettings so I ended up including KX_KetsjiEngine.h)

[note: I talked with Brecht and he find this is an ok solution. He implemented
it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution]
[also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-11 05:54:07 +00:00
Campbell Barton
cfa83b0888 use vertex arrays for 3d view grid floor, reduce calls to glColor3ubv. clanup some unrelated odd formatting in draw_rotation_guide. 2011-09-11 05:50:44 +00:00
Campbell Barton
57fcea44df draw grid lines in 1 loop rather then 2. 2011-09-11 05:10:27 +00:00
Campbell Barton
dd31b3265a change grid floor loop
- split out axis drawing into its own loop (makes it more readable)
- left GRID_MIN_PX at 1.0 by mistake last commit.
2011-09-11 04:56:32 +00:00
Campbell Barton
6eaae376a8 simple changes to grid drawing logic.
- make ortho grid drawing use vertex arrays
- make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line.
- make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason).
- add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.
2011-09-11 04:31:09 +00:00
Campbell Barton
599cd56f53 minor edits / cleanup - no functional changes.
- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
2011-09-11 02:50:01 +00:00
Campbell Barton
3a5f2272ad cmake edits to navmesh so includes are not added unless the game engines enabled. 2011-09-11 00:08:07 +00:00
Campbell Barton
75b3936128 svn merge -r40075:40104 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-10 23:49:39 +00:00
Campbell Barton
1e6dbb1a4d added section about editmode switching to gotchas 2011-09-10 23:06:44 +00:00
Sergey Sharybin
fbf3a76f1d Fix #28609: UV Sphere Operator Panel allow Segments and Ring to be manually set to 0
Set hard min for segments and rings to 3.
Lower values doesn't make real sense and can only confuse.
2011-09-10 16:46:30 +00:00
Sergey Sharybin
4e9381bc35 Fixed for navmesh on FreeBSD. Oatch by sambler, thanks! 2011-09-10 14:55:14 +00:00
Sergey Sharybin
782a7a3677 Change priority for editor util library. Gave linking errors here. 2011-09-10 14:28:34 +00:00
Campbell Barton
e883de2739 spelling corrections from Philippe Casteleyn 2011-09-10 14:28:13 +00:00
Sergey Sharybin
bdd4aa27b0 Another set of fixes for recats: osx uses different order of arguments for sort_r
and it's callback.

Also do not use char constants like 'NAVM' which is casting to int.
And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
2011-09-10 14:12:15 +00:00
Campbell Barton
322dbc9a0f use vertex arrays for wireframe octahedral bone drawing. 2011-09-10 12:07:16 +00:00
Campbell Barton
357febc168 fix for building with collada and some other warnings 2011-09-10 09:38:38 +00:00
Thomas Dinges
8ed1c07a7b Navigation Mesh Modifier:
* Fix scons define for operator append
* Don't use abbreviations in the UI.
2011-09-10 09:21:46 +00:00
Thomas Dinges
571f7db529 MSVC build fix by MiikaH for NAVMESH. Thanks! :) 2011-09-10 09:06:42 +00:00
Thomas Dinges
129452ebab Recast & Detour UI:
* Panels showed up even if in non game engine mode, polls were missing!
2011-09-10 08:43:11 +00:00
Thomas Dinges
e9c645c727 Small comment change, when built without Fluids. 2011-09-10 08:29:50 +00:00