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0.2.4
WORK IN PROGRESS
Photo release
See also: #20e9ff0.
See also: #b6123cc.
See also: #96148a6.
See also: #c024480.
See also: #b87fe29.
See also: #552bf8e.
See also: #1df87c0.
See also: #59d33db, #b7105d0.
See also: #f62dca6.
See also: #491ed27, #ef6c5b4, #b4b0e4c, #65ab238, #2bb2675, #45f9385.
Curve objects are now converted as empty objects KX_EmptyObject
.
See also: #cd9fa2b.
See also: #fa68fed.
See also: #6065fbd.
See also: #08b0874.
See also: #155b83a.
As is indicated in the Blender web (https://www.blender.org/about/ logo/), the logo and the brand name Blender
are not part of the GNU GPL, and can only be used commercially by the Blender Foundation on products, websites, and publications.
Due to this the blender logo in applications is replaced by UPBGE logo.
See also: #1e5c590.
See also #1450832.
See also: #fba7bd3.
See also: #af46b84.
See also: #a98a2bd, b0e3a39, c80501f.
See also: #7188624.
See also: #bf69125.
See also: #1acbbf7, #8765a15, #7f35889.
- Rename
async
parameter fromLibLoad
as is a reserved word in Python 3.7. Now is namedasynchronous
. For example, you can use it this way now:
bge.logic.LibLoad(path, 'Scene', asynchronous=True)
See also: #1959ed2.
- Cleanup
KX_NavMeshObject.[h/cpp]
. (see #b2293e9) - Cleanup
KX_SteeringActuator.[h/cpp]
. (see #615cdb0) - Use
std::vector
for path instead of float array for nav mesh. (see #86cf416) - Use slot to store information around display arrays in
RAS_Deformer
. (see #404070c) - Cleanup mesh layers info. (see #39ae7f9)
- Replace display array modification flag by update client/server. (see #87a7e65)
- Cleanup
KX_Scene.[h/cpp]
. (see #1973f22) - Remove Hungarian notation. (see #555e650)
- Remove unused
m_rootnode
member inKX_Scene
. (see #a82e220) - Remove
m_blenderGroupObject
inKX_GameObject
. (see #71dcfe6) - Use RAS_VertexFormatType to specify format in RAS_VertexData template. (see #091804c)
- Implement template intantiation switch utility. (see #f47a2dc)
- Use BL_ConvertObjectInfo to store object conversion data. (see #fe801b4)
- Move ReplicateConstrains function in KX_GameObject. (see #4b4259c)
- Replace SetProg by BindProg and UnbindProg in shaders. (see #ec62b3e)
- Don't allocate on heap KX_LodLevel. (see #45f9b46)
- Encapsulate light update in KX_LightObject. (see #e8a9322)
- Rename KX_Light.[h/cpp] to KX_LightObject.[h/cpp]. (see #ab265f6)
- Cleanup python initialization. (see #c83d50e)
- Use vertex array object for RAS_OpenGLRasterizer::ScreenPlane. (see #3aa9b76)
- Rename RAS_MeshObject to RAS_Mesh. (see #a3957d7)
- Renaming KX_MeshProxy to KX_Mesh and make it permanent. (see #92af8d6)
- Rename BL_Blender* to BL_*. (see #271407c)
- Rename BL_BlenderScalarInterpolator.[h/cpp] to BL_ScalarInterpolator.[h/cpp]. (see #95774a1)
- Cleanup BL_ScalarInterpolator.[h/cpp]. (see #a972f04)
- Cleanup SG_Controller and subclasses. (see #ad70ea4)
- Move interpolator into SG_Controller. (see #7dfc5e2)
- Factorize code in KX_IpoSGController::Update(). (see #a8d9f40)
- Unify SG_COntroller subclasses replication. (see #0ba4f91)
- Use mat3 constructor from euler in KX_OrientationInterpolator. (see #6d876f1)
- Remove unused KX_[Scaling/Position/Orientation]Interpolator. (see #3c8e4c4)
- Remove redundant check in KX_IpoController::Update. (see #6141fa3)
- Unify replication of interpolator in SG_Controller. (see #cf48458)
- Use std::unique_ptr in KX_GameObject. (see #5a546f6)
- Use VBO and VAO for debug drawing. (see #a23e65c)
- Remove duplication of sg controllers. (see #863d1ce)
- Don't allocate SG_Interpolator on heap. (see #c0d24cf)
- Pass show boundingbox/armature flags to KX_Scene::DebugDraw. (see #b4324ae)
- Use CM_ListRemoveIfFound in SCA_IObject. (see #48e2862)
- Use std::unique_ptr for event managers in SCA_LogicManager. (see #0414529)
- Rework the way of load the game controller database (see #03e07a5)
- Various cleanup in syntax. (see #c960fe0)
- Remove SG word in SG_Node function. (see #06e8f2a)
- Simplify SG_Controller interaction with SG_Node. (see #96567f2)
- Use template function for PyObjectFrom. (see #8b68754)
- Use member function in EXP_ListWrapper. (see #99455b2)
- Don't use heap for BL_ScalarInterpolator in BL_InterpolatorList. (see #096e566)
- Move camera zoom setting in BL_Converter and RAS_CameraData. (see #3257be1)
- Don't directly allocate on heap RAS_MeshSlot. (see #822bd35)
- Use debug draw directly in KX_Scene and KX_KetsjiEngine. (see #e613636)
- Simplify RAS_Rasterizer::SetViewMatrix. (see #11be475)
- Move RAS_Deformer in RAS_MeshUser. (see #d2e0374)
- Avoid unneeded dynamic_cast. (see #06e4dd9)
- Move SG_Controller entirely in BL_Action. (#708) (see #8df1a72)
- Avoid updating polygon offset if the previous state is same. (see #462e36b)
- Replace LA_System by a simple clock. (see #3ed74ca)
- Avoid calling glGetUniformLocation while setting a uniform through BL_Shader. (#733) (see #18e5a96)
- Cleanup KX_Camera constructor. (see #8f3ae99)
- Add upbge version info to stats (#767) (see #727c1fb)
- Use mathfu types (see #844d9, #11e3f98, #44186f7, #179edd8, #1e658ce, #3e11751, #3f0e7b8, #ca264cb)
- Replace float tuple by mathutils.Vector in python documentation. (see #432ec8f)
- Remove unused variable in obstacle simulation. (see #b53c8bf)
- Avoid explicit allocation on heap of physics debug drawer. (see #99feb54)
- Refactor exit code managment. (see #2413cd4)
- Avoid redundant state call to GL_CULL_FACE. (see #9fb0a3b)
- Simplify texture blurring. (see #f1e625c)
- Rename RAS_IPoly[gon]Material to RAS_IMaterial. (see #fcbde82)
- Clarify globalDict setting. (see #3ce5565)
- Fix channel update of duplicated armatures. (see #eb0374a)
- Fix uninitialized bounding box. (see #cafd183)
- Fix softbody cluster collision: set mass before creating cluster. (see #4a45419)
- Fix reference counting of module items. (see #77464fb)
- Use aligned allocator for RAS_BoundingBox::DisplayArraySlot. (see #a99d456)
- Fix sys.path/meta_path/modules not restored at game end. (see #6a5f431)
- Fix conversion of color layers. (see #48ad207)
- Use ARB OpenGL for functions higher than 3.0. (see #ae062f8)
- Reset mouse look actuator position on negative event. (see #c36bc67)
- Re-enable 8th UV and color layer in ConstructArray. (see #351f778)
- Fix ray cast with xray and property filtering. (see #2c93233)
- Fix early bail for object activity culling. (see #69d9d10)
- Fix deletion of mathutils types in blenderplayer python. (see #646ae9d)
- Restore and move IsNegativeScaling in SG_Node. (see #ed78298)
- Fix KX_GameObject::NodeSetGlobalOrientation. (see #aef8773)
- Fix group replication. (see #af34951)
- Fix UV and color update for deformer display array. (see #f17538d)
- Fix object auto bounds update. (see #ba30dbb)
- Fix FuzzyZero for very small vectors. (#664) (see #aac6b53)
- Fix for bug #746 Navmesh related (#752) (see #8c94a3f)
- Fix some OSX compilation errors related to mathfu. (see #7a791c9)
- Fix mathutils callbacks registration. (see #f30d10d)
- Fix gl_Color. (see #26c128f)
- Set audiorate to 48000Hz by default (see #6e8870b)
- Fix orthographic camera getScreenRay. (see #229ff4e)
- Fix navmesh rebuild after mesh replacement. (#778) (see #5b8cb1e)
- Fix bge.render.[get/set]Vsync. (#834) (see #dbff6df)
- Fix geometry instancing ligthing. (#847) (see #e2fde22)