conversion was reading the mtex array in a library linked material. It
is however not guaranteed that direct_link_* was called on the material
yet, so the array pointer is not always valid and it can crash.
source/blender/blenlib/intern/fileops.c - zero length strings would check for a slash before the strings first char.
source/gameengine/GameLogic/SCA_JoystickSensor.cpp - m_istrig_prev was not initialized
source/blender/src/editmesh.c - active face pointer was not set to NULL in free_editMesh()
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.
object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--
M source/gameengine/Converter/KX_ConvertActuators.cpp
M source/blender/blenkernel/BKE_blender.h
M source/blender/src/buttons_logic.c
M source/blender/blenloader/intern/readfile.c
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
- removed ugly clamping function (it was dividing XYZ based on max of
one of the values)
- added option to use Exposure, this only works for brightness (Y).
results look very pleasant, foggy and hazy results are possible.
with exposre==0, no exposure happens for HDR extreme range skies,
this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)
Please review! (and yes i know it's still not in World :)
Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs.
New scenes have their auto-keyframing settings initialised from the user-preferences.
Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected).
The N flag works differently in this case: only the object
orientation is changed to be parallel to the normal at the hit
point.
The linear velocity is now changed so that the speed along the
ray axis is null. This eliminates the need to compensate the
gravity when casting along the Z axis.
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.
Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
- Added blending mode and factor option, so it's more clear and
controllable what happens with it. Also nice for crazy effects
of course!
- Preview render now shows preview for it too
On the todos:
- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely
not good... but a fix will make old files look very different.
(updated select group toolbox and header menu)
Added 2 copy property options - Replace All and Merge All, since there was no way to remove all properties, or set all objects game properties to be the same as the active objects.
Added set_ob_property(ob, prop) to property api.
bugfix in python api, copyAllPropertiesTo, it didnt check for duplicates or that it wasnt copying from/to the same object.
Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.
The step is change in Scene buttons (F10), below start and
end frame buttons.
Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).
[ Brecht, this work with OpenGL renders and simulated
the skipped frames, please double check ]
Three features that were on the main UI interface are now
moved to the Advanced Settings panel:
Margin, Actor (that becomes Sensor Actor) and No sleeping.
Sensor Actor is now a feature: it can be turned on and off
for all types of objects, and not just static objects.
Select the Sensor Actor button to make the object visible
to Near and Radar sensor.
The button is selected by default for dynamic objects
and unselected by default for static objects, to match
previous behavior.
- The cause was indeed corrupted particle settings which should have caused a deletion of the whole particle system. However the particle modifier was still left and that led to the crash.
- A "fix" because there's really no way of knowing what caused the corruption of the particle settings. If anyone else gets this and can recreate I'd love to get a .blend. Now that there shouldn't be a crash anymore the symptom will be a missing particle system after file load in an object that had a particle system before.
The Physics button controls the creation of a physics representation
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.
The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through
Python. By default, the collision margin is set to 0.0 on static
objects and 0.06 on dynamic objects.
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.
Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is
now kept "inside" the object for box, sphere and cylinder bound
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding.
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects.
The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions.
This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects:
center, shape, size, position of children, etc.
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.
Grease Pencil is now available in the image editor. It is important to note that the strokes drawn WILL NOT become part of the image visible at the time.
Unfortunately, 'fancy' stroke drawing cannot be enabled for use with the 'Stick to View' setting here, as the scaling is wrong.
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.
- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
-Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
-The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
get lost in reading libraries. The pointers were being remapped in the
expand stage, but not all objects were guaranteed to be linked in at that
point, so they got lost. Now it always does this in the lib linking stage
for both regular and library objects.
Flags control the behaviour and grouping of markers. At present, Ctrl+M places a marker with TMARK_EDITALL set for testing purposes.
I have also split the text area event handler into separate methods for marker handling and the existing text tools. This makes the events system much easier to follow as it was getting a little hairy.
=======================================
Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.
* A new per texture face "Sort" setting defines if the face
is alpha sorted or not, instead of abusing the "ZTransp"
setting as it did before.
* Existing files are converted to hopefully match the old
behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
in a mesh with 600 faces lowered the framerate from 200 to
70 fps in my test.. the sorting there case goes about 15x
faster now, but it is still advised to use Clip Alpha if
possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
I've added some comments to the code about this.
Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
Merged some fixes from the apricot branch, most important
change is that tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.
Also, the subversion was bumped to 1.