project.
On Wed, Mar 29, 2017 at 9:33 AM, Benson Chepkwony <bchepk...@att.net> wrote:
> Hi Daniel,
> According to Mitchell Stokes;
>
> "As Mike mentioned, blendergltf (https://github.com/Kupoman/blendergltf),
> handles glTF export from Blender, and it already exports ev
such as
KHR_materials_common (
https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_materials_common)
and KHR_binary_glTF (
https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_binary_glTF
).
--Mitchell Stokes
On Wed, Mar 29, 2017 at 6:57 AM, Benson Chepkwony <bchepk...@att.
Hello,
I would like to point out that this new/updated API has a lot of overlap
with a project I have been working on to bridge Blender with external
realtime/game engines: BlenderRealtimeEngine (brte) addon[1]. I would love
to see more of this project (or some of its ideas) get integrated into
As a follow up to what we discussed on IRC:
This commit is safe to stay in the Accept list:
75e4e4b: (Porteries Tristan) BGE: Fix animations update when scene is
suspended.
I believe this one can be safely moved from the Leave out list to Accept:
728d1ec: (Porteries Tristan) BGE: Fix T46381 :
wsing context, it’s only used there so
> far.
> f456c8d: (Campbell Barton): Fix game-property use-after-free error
> 68797ed: (Campbell Barton): Fix mesh validate: 'r_changed' ignored loop
> edits
> 077b4ab: (Mitchell Stokes): Fix T45886:
> cont.deactivate(ActionActuatorInPropertyMo
to the node system (nothing fancy, just keep the SCA thing). This
would allow us to share more code with Blender, and if we make UI/workflow
improvements, it would benefit more users.
Cheers,
Mitchell Stokes
On Wed, Jul 22, 2015 at 7:13 AM, Adrians Netlis adris3d...@gmail.com
wrote:
Glad to hear
I think the term you might be looking for is staging branch. I've
considered making one for BGE patches. So, +1 from me for making such a
branch.
On Thu, Mar 5, 2015 at 2:42 PM, Sergey Sharybin sergey@gmail.com
wrote:
Hey guys,
I know it's really a double-edged sword, but still. What
My list (not sure if these are in yet):
4fac29ca0e8cc09a3f7bce27f549cc75ffdbb1d4 (Reverting a fix that was
causing regressions)
8ebb552a9551abcb3d013b192a0dc9c2ea6f2bcc (Simpler fix for same problem)
On Mon, Jan 19, 2015 at 5:45 PM, Campbell Barton ideasma...@gmail.com
wrote:
Went over
Welcome aboard Sybren! We can use all the help we can get on game engine
physics.
On Jan 14, 2015 6:47 AM, Campbell Barton ideasma...@gmail.com wrote:
Sybren Stüvel - long time Blender user,
has been working on some game-engine physics patches relating to
character physics (for his PhD):
Let me know if you have questions or run into issues.
--Mitchell
On Dec 23, 2014 2:07 AM, Jorge Bernal jbernalmarti...@gmail.com wrote:
Hi,
I will take a look to the BGE regression suite during Xmas holydays. I will
contact with you when finished.
Regards,
lordloki
2014-12-23 10:30
The BGE's scenegraph and Blender's deps graph share no code, at least not
directly. There might be some sharing in the animation code.
On Nov 6, 2014 10:37 AM, Jacob Merrill blueprintrand...@gmail.com wrote:
This looks nice, I love particle sims, and had crashes from advancing too
fast. (arrow
/developer.blender.org/htdocs/phabricator/src/applications/files/controller/PhabricatorFileInfoController.php:12
┻━┻ ︵ ¯\_(ツ)_/¯ ︵ ┻━┻
Anyone else running into this problem?
Thanks,
Mitchell Stokes
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Thanks,
Mitchell Stokes
[0] http://wiki.blender.org/index.php/Dev:Source/GameEngine
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If you're interested in game engine work, you can find me on IRC
(#blendercoders or #bgecoders on freenode, my nick is Moguri), and we can
chat.
--Mitchell Stokes
On Wed, Jan 29, 2014 at 11:52 AM, Jacob Merrill
blueprintrand...@gmail.comwrote:
I would love to see all of the materials
the include allows me to get the CMake Wizard to finish.
Anyone else running into these kinds of issues?
System:
Arch Linux 64bit
Qt Creator 3.0.0
CMake 2.8.12.1
--Mitchell Stokes
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the
difference being at least 20%.
--Mitchell Stokes
On Thu, Dec 5, 2013 at 8:02 AM, Scott Petrovic scottpetro...@gmail.comwrote:
I think some data might help with the decision of whether to drop Windows
XP. In the past two months, what is the percentage of Windows XP downloads
for Blender. You
Does SDL have Wayland support? If so, it might be simpler to just use Ghost
SDL for Wayland.
--Mitchell Stokes
On Thu, Nov 28, 2013 at 9:47 AM, Wander Lairson Costa
wander.lair...@gmail.com wrote:
Hi,
I've been trying to implement wayland support for ghost [1]. While
implementing
branches.
--Mitchell Stokes
On Sun, Nov 17, 2013 at 10:36 AM, Julien RIVAUD (_FrnchFrgg_)
frnchf...@free.fr wrote:
Hi everyone,
I'd like to give you notice of a somewhat advanced git HOWTO for people
that used previout git mirrors of blender (as the mirror by jesterKing).
The HOWTO is here
Just a quick clarification, is just 2.70 allowed to break compatibility, or
is the 2.7x line allowed to do this similar to 2.5x development?
--Mitchell Stokes
On Sun, Nov 17, 2013 at 8:31 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Here are the notes from today's meeting
bugs are being displayed on the page.
--Mitchell Stokes
On Sun, Nov 17, 2013 at 4:31 AM, Rasmus Lerchedahl Petersen
lerched...@gmail.com wrote:
Maybe a slight switch of priorities: Use new-user-friendly names and put
the phabricator name as the explanation? Then most users will not need
?
Brecht.
On Wed, Sep 11, 2013 at 8:03 AM, Mitchell Stokes moguri...@gmail.com
wrote:
Hello devs,
Based on feedback from a BA thread[0], I would like to start working on
removing the Singletexture material mode. By removing Singletexture, we
can
focus on making Multitexture a fixed
This breaks the GLSL shader. node_subsurface_scattering() no longer defines
N.
On Tue, Sep 3, 2013 at 3:39 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Revision: 59783
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=59783
Author: blendix
Date:
Could you please list what configuration you used to build ffmpeg? The vc9
libs have this in a Readme.txt, which comes in handy to check if certain
features are enabled. For example, I want to know if --enable-zlib was used
to get png support.
Cheers,
Mitchell
On Sun, Jun 2, 2013 at 9:58 PM,
The problem is r58837. I've been trying to find a solution, but I might
just have to reverse merge out the commit and live with the memory leak for
now.
--Mitchell
On Fri, Aug 9, 2013 at 1:28 AM, Sjoerd de Vries sjdv1...@gmail.com wrote:
Some more details:
I can confirm that revision 59020
I'm all for getting rid of unneeded glGet calls. Really, we should strive
to only use glGet calls in initialization type functions since they slow
down normal program execution. If we really need to save a value, we should
use the (deprecated) glPush/PopAttrib, or use EXT_direct_state_access[0] to
done. If someone could look into this, I would really appreciate it as it
would make maintaining branches a lot easier.
Thanks,
Mitchell Stokes
[0]
http://serverfault.com/questions/208164/how-to-upgrade-v2-to-v3-fsfs-subversion-filesystem
On Sun, Jul 14, 2013 at 11:05 AM, IRIE Shinsuke irieshins
On Thu, Jun 27, 2013 at 5:07 AM, Dalai Felinto dfeli...@gmail.com wrote:
If you change startup.blend again can you please enable Export Game
Executable too? Thanks
+1 to this. I'm still surprised to find BGE users how aren't aware that
Save As Runtime survived the 2.5 update.
--Mitchell
Mitchell Stokes moguri...@gmail.com:
I'm all for some better integration between Blender and the BGE. I've
posted an article on my blog detailing how I think we should take our
first
steps toward better integration:
http://mogurijin.wordpress.com/2013/06/21/towards-tighter-blender-and-bge
note that this is only a proposal and a
listing of ideas, and by no means a definitive plan. Discussion and
feedback is much encouraged and appreciated.
--Mitchell Stokes
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I used to be subscribed to the BGE tracker on blender.projects.org so I
would be notified of any changes to that tracker (and thus any new bugs).
However, lately I have not been getting any notifications, and when I went
to check on the tracker today, there were at least ten new bugs that I
wasn't
I build Blender without libmv, but a recent commit broke this:
lib/libbf_blenkernel.a(tracking.c.o): In function
`BKE_tracking_distortion_update':
/home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1575:
undefined reference to `libmv_CameraIntrinsicsUpdate'
The Blenderplayer stopped crashing with the Edge Split modifier, but it
seems to be stuck in an infinite loop. Here is some example output from gdb:
0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58,
r_vout=0x0, r_vout_len=0x0) at
Yup, it looks like all of BLI_smallhash is in stubs.c. I'm not sure why
though, nothing from BLI should be a bad level call...
--Mitchell
On Sun, May 12, 2013 at 7:23 PM, Mitchell Stokes moguri...@gmail.comwrote:
The Blenderplayer stopped crashing with the Edge Split modifier, but it
seems
I think I've got it fixed in r56740.
--Mitchell
On Sun, May 12, 2013 at 7:29 PM, Mitchell Stokes moguri...@gmail.comwrote:
Yup, it looks like all of BLI_smallhash is in stubs.c. I'm not sure why
though, nothing from BLI should be a bad level call...
--Mitchell
On Sun, May 12, 2013 at 7
Would this also include the more efficient BLF rendering? I'm guessing the
text editor changes are dependent on that? I'd really love to see BLF
getting away from glBegin/glEnd.
On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote:
During the last GSoC I made some
On Wed, Mar 27, 2013 at 9:23 AM, Dalai Felinto dfeli...@gmail.com wrote:
Hi Manuel,
I need to re-visit your post to read it more through, but interesting
initiative. For some of your projects you may want to drop on irc
#bgecoders (or even #blendercoders) channel to bounce ideas before
On Tue, Mar 26, 2013 at 7:47 PM, Campbell Barton ideasma...@gmail.comwrote:
On Wed, Mar 27, 2013 at 5:55 AM, Ricardo Lovelace ik...@yahoo.com wrote:
Hi,
Has there ever been an effort or a consideration of adding some Regex
support to the text editor for 'advanced' find and or replace. I
Since I deal with a lot of the BGE's OpenGL code, I would like to be on the
review team (if one even exists yet) that handles the review for Alex and
Jason's branch.
--Mitchell Stokes
On Sun, Mar 17, 2013 at 9:06 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Here's notes from today's
The multi-uv fix patch that Dalai mentioned has been committed as r54972,
and it fixes three of our bug reports.
Cheers,
Mitchell
On Sat, Mar 2, 2013 at 6:48 AM, Morten Mikkelsen mikkels...@gmail.comwrote:
Sergey did a fix such that the dilated region outside a displacement map
isn't very
Strange, I'm not seeing an actual error in that log output. Warnings
usually don't stop a compile, and that particular warning (unused scene in
dome code) has been around for a long time.
--Mitchell
On Sat, Mar 2, 2013 at 6:34 PM, Kursad Karatas gonder...@plecxus.comwrote:
Hi
I am getting a
This commit breaks games in windowed mode. They have no window decoration
and keypresses show up in the console instead of being interpreted by the
engine. Luckily ESC still works.
On Sat, Feb 23, 2013 at 9:05 PM, Campbell Barton ideasma...@gmail.comwrote:
Revision: 54806
We have a handful of Bullet patches in extern/bullet2/patches. You can look
at extern/bullet2/readme.txt for a list of what the patches do.
--Mitchell Stokes
On Wed, Jan 2, 2013 at 4:33 PM, Campbell Barton ideasma...@gmail.comwrote:
On Thu, Jan 3, 2013 at 10:12 AM, Prashant Sohani
I can do 2010 x64, so let me know on IRC (nick is Moguri) if you need some
help compiling libs.
Cheers,
Mitchell
On Tue, Dec 18, 2012 at 3:00 PM, Chad Fraleigh ch...@triularity.org wrote:
On Tue, Dec 18, 2012 at 9:40 AM, Dalai Felinto dfeli...@gmail.com wrote:
Hi Chad,
Thanks for waving
.
On Tue, Dec 11, 2012 at 6:16 AM, Mitchell Stokes moguri...@gmail.com
wrote:
I wish I would have caught this sooner, but U.use_gpu_mipmap will always
be
false in the Blenderplayer. The Blenderplayer doesn't make use of user
preferences and instead grabs settings from the command line or values
I honestly think the mailing list is a better place to discuss this than
the forums. Why talk to users when it's the developers that you need to
convince? Also, while the license as it is works for the most part, the
confusion around it drives users away. Not only users, but we've lost BGE
devs
I would be fine with a different license, but the BGE is too integrated
with Blender for the two to be licensed separately. Another potential
option is a GPL exception like the one used by PyInstaller.
--Mitchell Stokes
On Fri, Nov 30, 2012 at 12:11 PM, Sinan Hassani sinan.hass...@gmail.comwrote
In order to use WITH_GHOST_SDL on Windows you'll need to grab SDL 2.0 libs,
the pre-built ones for Blender are 1.2.
--Mitchell Stokes
On Sat, Nov 24, 2012 at 12:35 AM, Ummi Nom ummi...@gmail.com wrote:
Hi!
Don't know about WITH_GHOST_SDL, but afaik sdl's stable version is 1.2 and
the 2.0
,
the build.bat needs modifications to build libs for vc10 (different folder
structure).
--Mitchell Stokes
On Mon, Nov 19, 2012 at 10:57 PM, Sergey Sharybin sergey@gmail.comwrote:
Just for the note,
All issues with windows and msvc2008 should be solved now. However, not
sure if msvc2010 work now
If you wanted to eliminate per face material conversion, you could have
also looked at my Swiss patch: https://codereview.appspot.com/6446043/
This is one of the things I worked on. However, now there will be some
serious conflicts with my patch. I can probably salvage the async lib load
code,
You might run into some issues with the embedded Python. I've noticed
that embedded Python doesn't always play nice with a redirected
stdout.
--Mitchell Stokes
On Wed, Oct 17, 2012 at 7:39 AM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
I wasn't going to choose one particular logging library
?
Cheers,
Mitchell Stokes
[0] http://blenderartists.org/forum/showthread.php?265132-Lost-Animations
[1] http://blenderartists.org/forum/showthread.php?258161-Problems-with-actions
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listed here:
http://wiki.blender.org/index.php/Template:ModulesOwners. I know
Campbell uses CMake, but I don't know about the others.
Cheers,
Mitchell Stokes
On Tue, Jul 31, 2012 at 2:51 PM, Sven von Brand
svbr...@alumnos.inf.utfsm.cl wrote:
Hi all,
I am looking at the Cheese branch
, Opencolor, etc.
How about the game engine? There are a couple of patches (collision
masks, proper DDS texture support) that would be really nice to see in
2.64.
Cheers,
Mitchell Stokes
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UI/Interface
Rendering (includes Dome/Stereo)
Does anyone have any thoughts or feedback on this? I plan to start
poking Nathan around Monday or Tuesday of next week, so it is better
to speak up sooner rather than later.
Thanks,
Mitchell Stokes (Moguri)
PS
This might also be a good way
Your patch doesn't account for machines that do not support shaders.
Have you thought of trying to use PyOpenGL? It has some experimental
Py3k support now.
--Mitchell Stokes
On Tue, Apr 17, 2012 at 3:28 PM, Dalai Felinto dfeli...@gmail.com wrote:
Hi there,
I'm trying to build GLSL shaders
Hello,
I would like some feedback on my proposal for converter improvements,
which can be found here:
http://wiki.blender.org/index.php/User:Moguri/GSoC2012_BGE_Converter_Improvements
Thank you,
Mitchell Stokes
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tend to hang out
in all of these channels and I use the nick Moguri. If I'm online, go
ahead and give me a poke; I'd be happy to talk about the BGE with you.
Cheers,
Mitchell Stokes
PS
For anyone wanting to get into development, one of the first things
you'll want to figure out, is how to build
I think this broke the framerate and profile display in some cases:
http://www.pasteall.org/pic/26095
I haven't yet been able to find a simple case that shows this. That
screenshot is from this project:
https://code.google.com/p/conceptrpg2/
--Mitchell Stokes
On Fri, Feb 3, 2012 at 5:51 PM
, is this blendfile now forced to be GPL
regardless of whether or not it is bundled in the Blenderplayer? And
if the script wasn't inside the blendfile, but still accessed from the
blendfile?
Cheers,
Mitchell Stokes
[0] http://www.blender.org/education-help/faq/gpl-for-artists/#c2129
[1] https
Hello devs,
For both SCons and CMake warnings have been disabled (/W0) for MSVC.
This doesn't seem like a good idea. Any reason for this? I would think
that it should be at least /W2 or /W3.
Cheers,
Mitchell Stokes
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Okay, it looks like they are enabled in CMake. They're set to /W0
initially, but later changed to /W3. However, SCons seems to still be
at /W0.
--Mitchell Stokes
On Sat, Dec 24, 2011 at 2:51 AM, Mitchell Stokes moguri...@gmail.com wrote:
Hello devs,
For both SCons and CMake warnings have been
GPU_code_generate_glsl_lib() is not called for the Blenderplayer. Is
there any problem to moving this function into GPU_extensions_init()?
It seems like it would encapsulate initialization a bit more.
--Mitchell Stokes
On Fri, Dec 16, 2011 at 6:20 PM, Mitchell Stokes moguri...@gmail.com wrote
Moving the call to GPU_code_generate_glsl_lib() to the end of
GPU_extensions_init() solves the problem, and (in my opinion) cleans
things up a little. However, I'd like your feedback before committing.
--Mitchell Stokes
On Fri, Dec 16, 2011 at 6:33 PM, Mitchell Stokes moguri...@gmail.com wrote
, animsys_write_rna_setting_array() avoids extra calls to
RNA_path_resolve().
Thanks,
Mitchell Stokes
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code is still
there guarded by an
#if 1
new_code
#else
old_code
#end
This way you can still easily switch between the new and the old code
for testing.
--Mitchell Stokes
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thoughts?
Thanks,
Mitchell Stokes
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Cucumber is also ready to be merged pending review:
http://wiki.blender.org/index.php?title=Dev:2.6/Source/Development/Merge_And_Integration_Planoldid=151552
--Mitchell
On Sun, Nov 6, 2011 at 12:25 PM, mindrones mindro...@gmail.com wrote:
Hi all,
some question about the documentation.
On
6, 2011 at 12:40 PM, Thomas Dinges blen...@dingto.org wrote:
Hi Mitchell,
great, this can be added for 2.62 then. For 2.61 it comes too late.
Bcon1 (in which the targets are defined) is over. :)
Regards,
Thomas
Am 06.11.2011 21:35, schrieb Mitchell Stokes:
Cucumber is also ready
and that if I wanted this in 2.60a, I should have
started sooner.
Cheers,
Mitchell Stokes (Moguri)
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Yeah, I figured as much, but I thought I'd mention it.
Cheers,
Mitchell
On Mon, Oct 24, 2011 at 1:09 AM, Campbell Barton ideasma...@gmail.com wrote:
On Mon, Oct 24, 2011 at 6:31 PM, Mitchell Stokes moguri...@gmail.com wrote:
Hello,
I know this is a little late (although, in my defense
I think integrating Bullet's Kinematic Character Controller would be a
good project for a new developer. If someone is interested, I'd be
willing to assist with navigating the BGE source, providing
feedback/review, and maybe a bit of code. However, I have too many
projects on my todo list to
I haven't tested LibLoad(), but I get the feeling this won't fix the
issue of printing unnecessary warnings for LibLoad() since it isn't
using a NULL context.
Cheers,
Mitchell
On Thu, Aug 4, 2011 at 2:47 AM, Campbell Barton ideasma...@gmail.com wrote:
Revision: 39013
I have contributed code to Burster in the past to get the Burster
plugin working with Blender 2.5. I've also been planning to help them
out some more once I get a few other projects wrapped up.
Cheers,
Mitchell
On Sat, Jul 30, 2011 at 7:04 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Okay, it looks like the function was only used for shape key drivers
in the BGE. This patch fixes it:
http://www.pasteall.org/23470/diff
I'm not sure if this is the route you'd want to go though.
Cheers,
Mitchell
On Mon, Jul 25, 2011 at 11:32 PM, Mitchell Stokes moguri...@gmail.com wrote
://lists.blender.org/pipermail/bf-blender-cvs/2011-July/037581.html
[2] https://code.google.com/p/bgui/
Thank you,
Mitchell Stokes
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This commit broke building with CMake. I have the fix if you want me
to commit it.
Cheers,
Mitchell
On Mon, Jul 11, 2011 at 3:59 AM, Joshua Leung aligor...@gmail.com wrote:
Revision: 38303
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=38303
Author:
Could the OS X maintainer please build the Blenderplayer too? I think
is this supposed to be working now in OS X.
Thanks,
Mitchell
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Hello devs,
In the BGE's Display List rasterizer, there is a check to see if the
user is using an ATI card. If the user is, the rasterizer falls back
to immediate mode instead of using vertex arrays to build the display
lists. While it doesn't seem to matter much for performance either
way, I
This commit seems to break setups where the lib directories are
reached with a symlink. My blender/../lib is a symlink to the
directory where I actually keep my libs so I can avoid multiple lib
checkouts, but still organize my working copies the way I want. If I
comment out the check, things build
Hello Sanne,
Please add a new bug report.
Cheers,
Mitchell
On Sat, May 28, 2011 at 6:44 AM, Sanne sa...@lavabit.com wrote:
Hi all,
this commit by Brecht
SVN commit: /data/svn/bf-blender [36952] trunk/blender/source/gameengine/
BlenderRoutines/BL_KetsjiEmbedStart.cpp: Attempted fix for
Hello Francesco,
It would be better if you moved this proposal to the wiki. As for the
actual content of the proposal, the implementation details still seem
a bit fuzzy (probably because you're still researching). For example,
more information on reusing Blender's DNA system would be nice. Also,
Cast Buffer Shadows option work in viewport and BGE:
http://projects.blender.org/tracker/?func=detailaid=25675group_id=9atid=127
I will be expanding this list as I get more of my patches polished up
and ready for the tracker.
Cheers,
Mitchell Stokes
python functions for mist, ambient, etc in GLSL mode
* Support for DDS textures with DXT compression (patch started)
* VBO support (patch started)
* Multi-UV (patch started)
* Mip Map settings per texture
* A BA thread will be started for more feedback
Future involvement:
* Mitchell Stokes
Write it up in the wiki and then send a link to the mailing list when
it's ready.
On Sun, May 1, 2011 at 3:47 PM, Trouble Maker maker...@gmail.com wrote:
* Save converted BGE data out to a file
I would like to start coding about this.
I'll write a proposal about how i think it should work at
Did the new Physics regression tests from Erwin get uploaded yet?
--Mitchell
On Thu, Apr 21, 2011 at 7:14 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Revision: 36273
Tagged:
https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release
Release builders can put builds in
Another problem in 2.57 is that it appears that the Bullet upgrade made the
radar sensor unusable:
http://projects.blender.org/tracker/index.php?func=detailaid=26795group_id=9atid=306
This is not currently fix in SVN though.
--Mitchell Stokes
On Sat, Apr 16, 2011 at 12:16 AM, Campbell Barton
There was also an FBX Importer started for Blender 2.5:
https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/io_import_fbx.py
It needs a lot of work still.
--Mitchell Stokes
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!
--Mitchell Stokes (Moguri)
On Tue, Mar 29, 2011 at 7:17 PM, Sven von Brand Laredo
svbr...@alumnos.inf.utfsm.cl wrote:
Hi,
I would like to participate in the GSoC, specially in the Game
Engine Nodes, I've participated a bit in the community before. Haven't
participated much in the development
On Windows, C Extension modules for Python have the extension .pyd
instead. So, try renaming the module from bpy.dll to bpy.pyd.
Cheers,
Mitchell
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id_us_min(texn-env-ima) generates a warning and causes MSVC+CMake
to not build since warnings are treated as errors.
id_us_min((ID*)texn-env-ima) is fine though. If this is the right
change, than I can go ahead and commit it.
Cheers,
Mitchell
On Mon, Mar 21, 2011 at 10:10 AM, Ton Roosendaal
@Geoff
Method overhead could be rather problematic using callbacks with a lot
of collisions. And I agree that an even list/queue makes more sense
for the current API.
@Alex
I'm not interested in adding other callbacks at the moment, but you're
right that the method for registering callbacks
Ultimately it's KX_KetsjiEngine::NextFrame(). If you want more
details, find me in the #blendercoders irc channel (nick Moguri).
Cheers,
Mitchell
On Sun, Mar 20, 2011 at 4:25 PM, Fabio Gonzalez fabiojo...@gmail.com wrote:
what is the main function that handles the main looping of the Blender
Hi Benjy!
If you're interested in doing some BGE development, come find me in the
#blendercoders IRC channel on freenode. I can help you start to figure out
the source code. :)
Cheers,
Mitchell
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Hello Blender devs,
I'm getting tired of not having access to collision information from
the BGE Python API, so I've decided to address this. I'm thinking a
collision would generate two collision events: one relative to each
object. This CollisionEvent object can contain information like hit
Nice to see you around again Erwin!
bpy is available in the BGE if you're running from inside Blender. However,
not from the Blenderplayer. Since this is more of a debug thing, I think
this would be acceptable.
Cheers,
Mitchell Stokes
On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans erwin.coum
The BGE cannot link against closed source libraries. Both the 360 and PS3
SDKs are closed source, which means the BGE can never support them.
Cheers,
Mitchell Stokes
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I'm usually hanging out in the IRC channel (#blendercoders on Freenode) if
you want to talk about BGE topics.
Cheers,
Mitchell Stokes (Moguri)
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this change does not break
the compilation process in other environments.
If there are no objections, I'll commit the fix suggested by Tamito.
Cheers,
Mitchell Stokes (Moguri)
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1) Blender 2.56
- Crucial bug fix done: doing an Undo with pointcaches (simulations
like smoke, fluids) crashed Blender.
This case is common enough to demand a quick update for the 2.56
release.
In order to test the improved pointcache code well, we'll wait 2 more
days.
The Blenderplayer
On Sun, Jan 2, 2011 at 1:05 PM, GSR gsr@infernal-iceberg.com wrote:
Hi,
rd6t-k...@asahi-net.or.jp (2011-01-02 at 2100.53 -):
The build with VS and CMake goes straight now. Thanks for the fix!
blender_include_dirs(${OPENGL_INCLUDE_DIR})
Out of curiosity about what was causing the
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