Commit Graph

10409 Commits

Author SHA1 Message Date
Geoffrey Bantle d9c60da9b7 -> Moving Pooling Alloctor to BlenLib
Bmesh's pooling allocator is probably usefull for other parts of blender as
well, so I am moving it to BlenLib.
2008-07-04 17:32:55 +00:00
Benoit Bolsee 70d239ef7d BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.

Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.

Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 

Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.

Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.

Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.

Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  

Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.

Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.

Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
Campbell Barton 5c93e75682 non user visible changes and small optimizations to the game engine pyapi as well as fixing some bugs.
* 2 returning errors without exception set another return None instead of NULL.
* a missing check for parent relation
* BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk.

Also added a function for GameObjects  -  getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet.
2008-07-04 00:05:50 +00:00
Hamed Zaghaghi 7e7791755a Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9 2008-07-03 10:38:35 +00:00
Willian Padovani Germano 424141f44d == Python, GE & Threads ==
Martin Sell (thanks!) reported that threading via scripts was not working in the game engine with Blender 2.46 and later. My fault, to make pynodes work properly with threads > 1 I disabled Python's "check interval", preventing threads created via scripts from receiving time to run.

Now only during rendering check interval is disabled (set to max int). Still experimental, I added the calls in BPY_do_all_scripts, since it's called in BIF_do_render, but will probably move the code to its own function after more testing & feedback.
2008-07-02 21:01:59 +00:00
Daniel Genrich 8ca128414d Cloth collisions: Reorganized collision system to be more flexible for other parts of blender, so it can be more easily reused. Also slowed down friction impulse. 2008-07-02 20:28:49 +00:00
Campbell Barton 06ee2ed60e let the logic buttons operate on objects in different scenes. They would already display but pressing the buttons did nothing.
This is useful when using 1 scene for a character and another for a test level, so the character logic can be edited without switching scenes.
2008-07-01 06:44:34 +00:00
Daniel Genrich 90c2c29058 Fix for python APi error - (Campbell: please check :) ) -- using myLamp.setType(Area) resulted in 'TypeError: expected int argument in [0,5]' (reported in IRC by Djoef) 2008-06-30 15:02:22 +00:00
Daniel Genrich 5b15a610ee Fix crash in python API (Campbell: please check :) ) -- using myLamp.setType(number) crashed blender (reported in IRC by Djoef) 2008-06-30 14:44:12 +00:00
Campbell Barton 6a3e8e7fff BGE python api addition, GameObject get/setState and Controller.getState()
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-29 21:52:23 +00:00
Brecht Van Lommel ab7794392e Fix for bug #7753: after game engine drawing with vertex arrays,
nurbs/curves/text dissappears.

This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
2008-06-29 21:51:27 +00:00
Brecht Van Lommel 6d7a43dd54 Fix for bug #13757: camera lens minimum value for ipo's was
different than the button.
2008-06-29 21:06:18 +00:00
Peter Schlaile 4b59a4bea0 == FFMPEG / ImBuf ==
Fixed deinterlacing (inplace deinterlacing didn't work out properly...).

[#14672] Sequencer: deinterlace filter artifacts
2008-06-29 15:11:35 +00:00
Jean-Luc Peurière bdcffe35b9 NDOF bugfixes 14402 & 14403 by ettore Pasquini 2008-06-29 12:53:42 +00:00
Joshua Leung 13e4ae1542 Action Editor - Group drawing tweaks:
* When all the action-channels for a group are hidden (i.e. their related bones are not visible), the group in question is also not drawn. This helps reduce clutter. (slikdigit funboard request)

* When a group has no channels belonging to it, the expand icon/button isn't drawn for that group.
2008-06-29 05:52:11 +00:00
Joshua Leung e27d635e18 Added autokey call for Flip Quats tool (Alt-F in PoseMode) 2008-06-29 03:58:46 +00:00
Hamed Zaghaghi 1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +00:00
Campbell Barton f9ae102afd bugfix, txt_to_buf would crash on an empty text file.
Also checked all other uses of text->lines.first to make sure the assumption isn't made elsewhere.
Added 2 more checks for text->lines.first when converting text buffer to objects.
2008-06-27 23:01:33 +00:00
Juho Vepsalainen a8f00246ba Fix for bug [#13651] Convertor->Math->Divide broken
Changed the if statement to catch zero case properly.
2008-06-26 17:08:07 +00:00
Kent Mein cef2867fef Make it so it accepts blah.tiff as a filename not just blah.tif
This is for bug [#15132] When saving a render .tif is appended to the saved 
	file even if the name contains .tiff

Kent
2008-06-26 16:42:20 +00:00
Campbell Barton ac25593479 int toggle button function was being used on a short, remove warnings in buttons_logic.c too 2008-06-25 16:15:57 +00:00
Campbell Barton 84c4e89eba Commented out face transp changing when switching images, this is more annoying then helpful.
Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix()
Edited "Collision" button since ray-sensor also uses collision.
2008-06-25 16:09:29 +00:00
Benoit Bolsee c353af4d3a BGE patch 15044 approved: Edit Object Dynamics Actuator.
Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
2008-06-25 14:09:15 +00:00
Campbell Barton 7ba2389932 added r/w access to nurb curves orderU for migius 2008-06-25 13:21:38 +00:00
Benoit Bolsee 820c2df12c BGE patch: Add automatic support for armature driven shape keys.
To take advantage of this feature, you must have a mesh with 
relative shape keys and shape Ipo curves with drivers referring
to bones of the mesh's parent armature. 
The BGE will automatically detect the dependency between the 
shape keys and the armature and execute the Ipo drivers during
the rendering of the armature actions.
This technique is used to make the armature action more natural: 
the shape keys compensate in places where the armature deformation 
is uggly and the drivers make sure that the shape correction
is synchronized with the bone position.

Note: This is not compatible with shape actions; BLender does 
not allow to have Shape Ipo Curves and Shape actions at the same
time.
2008-06-24 22:19:00 +00:00
Benoit Bolsee 15c105c157 BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator:

damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full 
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.

clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified 
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field: 
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
2008-06-24 19:37:43 +00:00
Campbell Barton 533539901b Artists complaining about these popups
* Nothing indicated - is not helpful, and very annoying with occluded geometry with high poly meshes, sometimes the selection doesn't work 100% of the time and the menu pops up over what you want to select.
* No (correct) camera error doesn't seem to be needed, has been there since rev 2.
2008-06-24 09:49:29 +00:00
Benoit Bolsee 02132de7aa BGE patch: Add NAND, NOR, XOR, XNOR controllers.
NAND controller is an inverted AND controller: the output is 
     1 if any of the input is 0.
NOR  controller is an inverted OR controller: the output is 0
     if any of the input is 1.
XOR  controller is an exclusive OR: the output is 1 if and only
     if one input is 1 and all the other inputs are 0.
XNOR controller is an inverted XOR: the output is 0 if and only
     if one input is 0 and all the other inputs are 0.
The NAND, NORT and XNOR controllers are very usefull to create
complementary outputs to start and stop actuators synchronously.
MSCV project files updated.
2008-06-23 20:41:18 +00:00
Benoit Bolsee 10c57fd86e BGE bug fix: action constraints were not correctly copied from Blender to BGE local copy, only the first one was copied 2008-06-23 20:29:32 +00:00
Benoit Bolsee 67c0b32375 BGE patch: Add level option on sensor and fix sensor reset.
Level option is now available on all sensors but is only implemented on 
mouse and keyboard sensors. The purpose of that option is to make
the sensor react on level rather than edge by default. It's only
applicable to state engine system when there is a state transition:
the sensor will generate a pulse if the condition is met from the
start of the state. Normally, the keyboard sensor generate a pulse
only when the key is pressed and not when the key is already pressed.
This patch allows to select this behavior.
The second part of the patch corrects the reset method for sensors
with inverted output.
2008-06-23 20:26:48 +00:00
Campbell Barton 8b9503e0ec bugfix [#14796] -t <threads> command line switch doesn't work unless FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
2008-06-23 16:47:15 +00:00
Benoit Bolsee 75e22a1917 BGE patch #14386: Action Actuator Current Frame Prop. This patch is very usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results 2008-06-23 15:32:44 +00:00
Joseph Eagar cb6fd8927c An initializer line was missing from the beginning of a loop, causing crashes. 2008-06-23 07:59:26 +00:00
Martin Poirier 7a55f52b1b Transform Snapping
Snap to edges and vertice without have to go through faces.

This means you can import floor plans and use the edges as snapping guides and other sort of fun things.

The bounding box test still needs padding though.
2008-06-22 23:21:29 +00:00
Martin Poirier b22d3e615d Moving Line to Line intersection into arithb 2008-06-22 23:07:42 +00:00
Peter Schlaile d229db61e9 == Sequencer ==
Renamed Filter-Y to De-Interlace and moved F-Key to D-Key.
(Also added file reload on D-Key)
2008-06-22 20:59:29 +00:00
Martin Poirier dac3434b03 [#14398] In Object- and EditMode, global rotate manual input is different than mouse
The sign of the rotation angle was sometimes different between num input and mouse input.
2008-06-22 20:40:13 +00:00
Peter Schlaile abda1a9ec1 == FFMPEG ==
Added serious interlacing to movies opened using ffmpeg.
(Other video decoders to be done)

Rational: deinterlacing, if done seriously _has_ to be done
in YUV-space. Since internal interface first converts data
to RGB we are pretty much lost (and fall back to IMB_filtery
in that case).
2008-06-22 20:39:41 +00:00
Campbell Barton 381f15189d bugfix, Shift+H would hide unselected objects on unseen layers. 2008-06-22 19:34:18 +00:00
Benoit Bolsee 5372def2b0 BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.

State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.

GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.

The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 

The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.

A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:

Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.

Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
Joshua Leung 1ee7a20b93 Compiler warning fixes (part 1 or 2) 2008-06-22 01:56:11 +00:00
Joshua Leung 86d227367b Bugfix:
Update-automatically option in IPO-Editor now updates objects using the active IPO-block as their ObAction when transforming keyframes.
2008-06-22 01:31:29 +00:00
Campbell Barton a1e78a0cca * Documented that get/setOrientation use an inverted rotation matrix
* OB prefix is needed when specifying the object for the Message Actuator, this is very bad since other object fields in the BGE dont need this prefix - a real fix would need do_versions to keep old files running.
* RotationMatrix was all nans if the rotation vector axis was 0,0,0, Changed so in this case just return a matrix that doesn't rotate anything,

spent some angry hours to find these issues, maybe this will save others the hassle ;)
2008-06-20 20:54:29 +00:00
Daniel Genrich d6c8d2f701 Just make gcc compiler happy (stupid harmless warning) 2008-06-19 13:41:06 +00:00
Ben Batt 55433f51d8 Patch #8882 - Falloff in the wave modifier
This patch adds the ability to specify a falloff radius in the Wave modifier.
Currently only linear falloff is supported.

Thanks to Michael Fox for the patch!
2008-06-18 15:22:42 +00:00
Brecht Van Lommel 3f488f4d70 * Fix for a crash in game engine vertex array drawing with texfaces.
* For 2D filters, don't require opengl 2.0 but just the extensions,
  so it works on computers without full 2.0 support too.
* In debug mode, don't print memory statistics for preview render.
2008-06-18 10:30:14 +00:00
Benoit Bolsee 2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00
Martin Poirier b4c123c275 [#14400] Crash on grab/move on axis when nothing selected (patch included)
I used a different fix than the included patch, but that was a pretty nasty crasher (only crash on menu/toolbox, not hotkeys).
2008-06-17 21:17:11 +00:00
Brecht Van Lommel 272a91f754 Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====

Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.

* According to the GLEW website it works on Windows, Linux, Mac OS X,
  FreeBSD, Irix, and Solaris. There might still be platform specific
  issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
  regardless of the glext.h on the platform where compilation happens.

Game Engine
===========

Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.

The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.

For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.

* The game engine now also uses GLEW for extensions, replacing the
  custom opengl extensions code that was there. Removes a lot of
  #ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
  work around a specific bug and only disabled multitexturing anyway.
  It might also have caused a slowdown since it was retrieving the
  environment variable for every vertex in immediate mode (bug #13680).

* Refactored the code to allow drawing skinned meshes with vertex
  arrays too, removing some specific immediate mode drawing functions
  for this that only did extra normal calculation. Now it always splits
  vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
  required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
  attributes for vertex arrays. These were not being enabled/disabled
  correct according to the opengl spec, leading to crashes. Also tangent
  attributes used an immediate mode call for vertex arrays, which can't
  work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
  deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
Matt Ebb 4c391a0c30 * Simple addition to math node (comp and shading): Greater Than and Less Than modes. 2008-06-17 04:18:34 +00:00