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.
*The eModifierType_NavMesh enum define was added before WeightVG ones, in ModifierType, breaking file load for WeightVG modifier. New modifier should always be added at the end of that enum!
- rearrange structs to work for 64bit
- define all vars before goto's
- ifdefs for qsort_r/qsort_s
- dont cast pointers to int only for NULL checks
- dont printf STR_String directly, get the char pointer from it
also minor change to gpu py module, no need to pass empty tuple to PyObject_CallObject, can just be NULL
Add navigation mesh capability to the BGE, both by logic bricks and python.
Add tools to creation navigation mesh in the creator:
- manualy
- automatically from existing mesh with "object.create_navmesh" operator
- automatically from existing mesh with "Navigation mesh" modifier
Editing navigation mesh is possible via special modifier edit mode.
Creation and modification of Navigation mesh is also possible at runtime in the BGE.
Documentation at http://wiki.blender.org/index.php/User:Nicks/Gsoc2010/Docs
Warning: No upgrade is provided for blend files created under the branch.
If you load a blend with navigation data created with a branch
build, it will likely crash blender or behave incorrectly.
only functional change is the uiWidgetBase struct stored up to 64 verts, changed this to 36 since thats the most that is used atm, added assert if this ever changes.
Shane Ambler (sambler) for this 12-month vintage!
From description:
One thing with the outliner filter box is it only filters items that
are currently visible. To find what you want you need to manually
expand a few levels so that what you want to find is visible.
This small patch expands items when filtering is done - effectively
turning it into a search.
Currently this does not alter the datablocks view as expanding all
entries takes waaaay tooooo long.
I prevent the expansion of RNA entries for userprefs which prevents
infinite recursion but the datablocks list is just too big for this
approach. I think it would need a custom outliner_build_tree for a
full search.
shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
*Updated UI code (replaced “row columns” by splits ;) ).
*Clamped global influence to [0.0, 1.0] range!
*Added/edited some tooltips for Proximity.
*Proximity distance mapping can now be reversed by entering Lowest Dist > Highest Dist.
*Moved mapping before masking in Proximity, much more sensible this way!