This was never highly tested, that's why I never committed (my patch for this was from September 2010).
But once again I got a report that this bug was a deal-break and the patch seems to work for this artist.
I believe it's working, but I will keep my eyes open for this.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering
One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
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original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
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epydocs (rst) updated too
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
[the problem also affected OSX]
PhysicsId are Long, not ints (see PyObject* KX_GameObject::PyGetPhysicsId() )
There is a reference in the code to use PyCapsule instead of int. I'm not sure
about that. This patch at least stops the crashes
(update: I talked with Campbell and he repeated that PyCapsule are better, but if long is working it's fine for now).
* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places
The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.
On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.
If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.
The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.
- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
* Adding keyword arguments to LibLoad
- load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
- verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
* Also making error reporting better for when an invalid group/idcode is given.
add PhysicsConstraints.exportBulletFile(char* fileName) python command
I'll be checking the bf-committers mailing list, in case this commit broke stuff
scons needs to be updated, I'll do that in a second.
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The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =)
I'm adding some comments to help on that.
Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
X_Material's mScene member variable wasn't properly set on merge if it didn't have an mBlenderShader defined. This patch always makes sure it gets set on merge.
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float.
Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.
Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.
Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers
In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.