the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
commit creator.c, so if this file is compiled and the macro YESIAMSTUPID
is defined, the executable will run, with a mean warning printed to stdout.
Enable in cmake by setting YESIAMSTUPID to On, or with make by putting
"export NAN_YESIAMSTUPID=true" in user-def.mk.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
Updated the Make environment to point to the correct location. The include
paths were still pointing to source/blender/bpython/include while it should be
source/blender/python.
I did not encounter the build problems because I'm always working with the
autoconf build environment.
Removes ssl from blender.
makes the following directorys not needed anymore:
blender/intern/keymaker
blender/source/blender/src/pub
blender/source/blender/encrypt
blender/source/blender/decrypt
blender/source/blender/sign
blender/source/blender/verify
It works with The Nan Makefiles and autoconf, could whoever is working
on the other build systems update them so we can nuke those directorys?
They won't do anything but I figured I'd leave them in for a week or so
to make things easyer on people.
Kent
#include <QuickTime/Movies.h> instead of #include <Movies.h> on OS X to
avoid having to specify the full path to the QT headers in the Makefiles
#undef NDEBUG on OS X to avoid errors about ID being declared twice
enable support for QuickTime in the original Makefiles on OS X