tornavis/source/gameengine
Sergey Sharybin caafc8184b Fix #30720: Creating Navmesh crashes blender
In fact there were several issues fixed (all of them regressions since bmesh merge):

- Creating navmesh crashed because creating new faces for mesh was trying to set
  default values for all customdata layers in this face. This requires memory
  pool created for this datablock.
  Usually this pool is creating on creating datablock if there're some elements
  to be stored in this block. In cases of regular primitive creating it wasn't
  an issue because they doesn't create customdata layers, they only creates
  geometry.
  Navigation mesh creates geometry and customdata layers (CD_RECAST layer)
  which used to confuse a bit custom data functions. Solved by ensuring there's
  memory pool created for polygons datablock after adding new custom data layer.
  Most probably it's better to be resolved on CD level (like smarter track on
  changed amount of stored data and so) but prefer not to make such global changes
  so close to the release.
- Toggling edit mode lead to loosing recast datalayer. Solved by adding recast
  layer to bmesh mask so it'll be copied to/from edit mesh.
- Some part of code assumed raycast layer is in face datablock, some that it's in
  polygon datablock. Made it to be in polygons datablock.
  Kind of temporary solution to make navmesh working, probably it'll fail if one
  will want to edit navmesh by hand after it was generated.
  Proper way would be to ensure the whole navmesh things are using ngons.
2012-04-16 13:53:30 +00:00
..
BlenderRoutines This fixes BGE bugs #30484 (Frame rate increases very high after game engine start with record animation enabled) and #29449 (Record Animation runs 1000+ fps on Mac OSX 10.6.8 64bit). The problem was, recording animation was forcing "fixed time", which always advances the engine one frame instead of advancing based on time passed. This means that "fixed time" runs at full speed. Now fixed time is disabled when recording animation. 2012-04-05 03:05:02 +00:00
Converter code cleanup: remove unused var for windows and style edit (remove spaces between 'var[num]') 2012-04-12 00:15:02 +00:00
Expressions style cleanup 2012-03-28 05:03:24 +00:00
GameLogic Game engine: pass string length to BLI_str_cursor_step_prev_utf8 rather than NULL 2012-04-11 13:17:13 +00:00
GamePlayer code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.) 2012-04-11 08:15:13 +00:00
Ketsji Fix #30720: Creating Navmesh crashes blender 2012-04-16 13:53:30 +00:00
Network style cleanup - remove unneeded ';'s 2012-03-08 03:05:57 +00:00
Physics BGE bug #30555: crash in Replace Mesh when physics shape is triangle mesh and new mesh has no collision faces. The fix consists in keeping the previous physics shape, which is not quite correct, but the situation is unusual anyway. 2012-04-15 12:49:34 +00:00
Rasterizer code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.) 2012-04-11 08:15:13 +00:00
SceneGraph code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.) 2012-04-11 08:15:13 +00:00
VideoTexture code cleanup: header cleanup, remove commented workaround for mingw since its no longer needed. 2012-04-06 04:46:47 +00:00
CMakeLists.txt remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
SConscript enable building the game engine without bullet for scons & cmake 2010-10-10 07:01:56 +00:00