Thanks to kester, the CVS is compiling again on my msvc6 compiler.
Relevant:
-Works on the game engine.
-OSA review.
-Bugfix
Commit:
broken:
Log:
A few fixes to the menus:
* Added the axis constraints (and fixed a bug) in the newly
added View3D transform menus, and in doing so removed
some duplicated code from toolbox.c
* Cleaned up text labelling
Hint:
Remember to use Title Case for menu labels, and only use
an ellipsis (...) when the menu opens up another new
dialog like a panel or a pupmenu(). The ellipsis indicates
"there is something more to come" and that no action,
mode-change, whatever will be executed immediately.
ton:
Log:
Secured division by extreme values with a FLT_EPSILON. This might
prevent hanging on optimized windows build. That's going to be tested
now!
aphex:
Log:
quick fix -- bug #1217 (Unable to access AA fonts in Linux)
kester:
Log:
Make game users happier.
Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.
jiri:
Log:
- fixed bug #1268, Czech translation is fixed
guitargeek:
Log:
Adds a 'paint' floating panel to the image window to control brush settings for texture paint mode.
Also adds paint and properties to the view menu in image window.
ascotan:
Log:
- bugfix #998 Object matrix incorrect
- object's matrix is not updated until redraw. pymatrix returned is updated to reflect current variables.
Log:
- added setBorder() to renderingContext to set border render rects from python.
- updated sizePreset() to deal with borders.
ton:
Log:
Assuming the freeze is over and we can head towards 2.34: this is the
first commit for review and improvements on OSA (anti aliasing) in
Blender.
http://www.blender3d.org/cms/Rendering_ ... 320.0.html
Most relevant changes:
- full check on subpixel sample locations
- all subpixels are fully rendered (gives spec AA, procedural texture AA)
- also unified render uses it
- removed double-used code for unified render
Whether or not this will be optional (better pics, but in some cases slow)
is to further evaluate. For raytracing - for example - this cannot be simply
done, since the new sampling system made raytrace code much simpler.
kester:
Log:
Fix for bug 1245: Colours are wrong on GameBlender
http://projects.blender.org/tracker/ind ... 9&atid=125
The vertex paint routines were storing red in the blue channel, and blue in the red channel.
Log:
Frustum Culling.
- tests every object against the view frustum.
- Tree based culling is there, need to build tree.
Log:
Frustum culling
New Python Hooks for cameras.
Log:
Python utils for Python <-> MT_Vector, MT_Point & MT_Matrix
Log:
SceneGraph support for bounding boxs
Log:
Up the maximum triangles in a bucket.
GPUs can do more now.
Log:
Port closest points fix from tuhopuu - should return positive distance.
Log:
Drawing cylinder & cone bounding objects according to how they will act in the physics simulation.
Log:
Fix for bug 1245: Vertex Colours are wrong in GameBlender. 2nd try.
http://projects.blender.org/tracker/ind ... 9&atid=125
The member names of MCol are wrong, so we will convert to unsigned char* like the rest of blender.
Log:
Fix for MSVC .NET, which can't handle static const declarations in classes.
Make it static, and define in SM_Object.cpp
Log:
Same again - change static const for MSVC++
broken:
Log:
Tweaked the display and positioning of tooltips so they aren't obscured by the mouse pointer.
This is addressing bug #952
kester:
Log:
Compiler portability fixes (MSVC 6)
ianwill:
Log:
BPython:
- Finally added Blender.Load function for loading .blend files, useful for demos, for example.
- Moved data from Blender.h to Blender.c. We'll keep doing this where it applies and someday remove all unused files at once.
A new build is available.
bf-blender / Windows (2004/05/18)
Moderators: jesterKing, stiv
bf-blender / Windows (2004/05/18)
Last edited by gabio on Sun May 23, 2004 4:54 am, edited 1 time in total.
Everything looks great! I'm impressed at how well the game engine is becoming! Many thanks to all the hard work and for these builds. All we need now is the "Save Runtime" feature and settings back and we won't need old Publisher anymore. Any word on when it may be comming back?
Jim,
Find my Blender Classroom book at:
http://www.cdschools.org/54223045235521 ... =0&C=55205
My site at: http://4chron.home.comcast.net/
Find my Blender Classroom book at:
http://www.cdschools.org/54223045235521 ... =0&C=55205
My site at: http://4chron.home.comcast.net/
Thanks a lot ! I'm jumping on this build to test the new OSA. Good work everyone.
GFA-MAD
GFA-MAD
French user, visit www.blender.clan.st !
The paint stuff is cool. I'd just suggest that the floater be smaller so that it fit the contents. It seems that the current color is updating very slowly now when I use the color picker with the paint floater open... Also while someone is messing with the paint stuff might I suggest that there be visible brushes and that brushes can be resized using hotkeys or by scrolling the mouse wheel? Thanks for your great work everyone.
TorQ
TorQ
-
- Posts: 0
- Joined: Wed Oct 30, 2002 11:50 am
- Location: Nantes ;) France
- Contact: