Commit Graph

4369 Commits (2ec7366fdee407a89cfa82f1bab98b77694b3050)
 

Author SHA1 Message Date
rem..om d502d22d0e Added LightPosition, LightDirection, AmbientColor and LightColor in UniformBinding so they can be referenced and used in the shaderNodes editor. 11 years ago
phr00t 15e379c8f1 Fix typo.. 11 years ago
phr00t b95cc8901d Native bullet 2.82 builds with support for raytest m_flag modification, unmodified mac 2.82 build included (will get updated 2.82 mac binary early next week) 11 years ago
phr00t 614bffa9ae Native bullet raytest m_flags now accessible to Java, updated bullet builds incoming... 11 years ago
bre..om ac51e1d885 Allow a custom Executor to be passed to the TerrainLodControl 11 years ago
phr00t f4598eeb91 ...but I want my MacOSX 2.82 Native Bullet libraries nnnoowww\! 11 years ago
Kae..pl 8e1bedf7e7 Bugfix: fixed an NPE exception that occured during flat textures merging. 11 years ago
bre..om fe1f90dbf6 Added a method to manually clean up any Terrain lod control threads. 11 years ago
Kae..pl 61c3d27942 Feature: improved bone debugger shape if provided with bone lengths (if no lengths data is available then the view looks as usual). 11 years ago
Kae..pl 7987f5edf0 Refactoring: removing BlenderContext cleaning; reference to the instance of this class is lost instead after the loading is done. 11 years ago
gouessej f49992d15b Switches to JOGL 2.1.2 11 years ago
gouessej e3651d8f96 Adds an Ant target that downloads JogAmp's JARs 11 years ago
Kae..pl 44a7b1f098 Feature: applying static pose transformations for bones. 11 years ago
Kae..pl 6b12e0d071 Bugfix: fixes to bone's transformation evaluation in LOCAL and POSE spaces. 11 years ago
Kae..pl 5097881499 Refactoring: simplified method that loads the object's transformation. 11 years ago
PSp..om 46b573db52 Fixing some implicit casts. These must be ignored 11 years ago
PSp..om b8071a2f50 Properly set the number of samples in some of the 11 years ago
PSp..om 6469c739c5 Fixed the DepthOfField effect to work with AA 11 years ago
Kae..pl 1c26d91bb2 Bugfix: fixed a bug that raised IndexOutOfBounds exception when blending was applied to image with mipmaps. (commited once more because the previous version still had errors). 11 years ago
Kae..pl 3dbe5fcec6 Bugfix: fixed a bug that raised IndexOutOfBounds exception when blending was applied to image with mipmaps. 11 years ago
Kae..pl c278b39c82 Bugfix: fixed an issue that caused NPE to be raised when UnsupportedConstraint was allocated. 11 years ago
bre..om d723af5009 SDK's camera now focuses on the cursor, no more unresponsive zooming. Also fixed an issue with terrain editor's save cookies not resetting. Happy Halloween 11 years ago
rem..om b14f33936f the ShaderNodesLoader is now properly reset when loading several technique def using nodes 11 years ago
nor..67 0759c74764 - change app version of nightly to 3.1-pre-alpha-svn 11 years ago
nor..67 222bea7346 - up plugins version of nightly to 3.1.0 11 years ago
Kae..pl 1ae900023e Refactoring: making bone constraints to be applied from the root bone to the children and refreshing bone world vector after baking bone's constraint. 11 years ago
rem..om f6ca843f03 Fixed how Hardware BoneIndex and BoneWeight buffers are handled in extractVertexData when used for a shared mesh. 11 years ago
Kae..pl 27a7fde24d Feature: added support for influence factor in IK constraint. 11 years ago
Kae..pl 821d6b6aa3 Bugfix: locations of bones not connected to their parents are now properly applied if their constraints force them to 11 years ago
Kae..pl e148d0e01a Bugfix: fixed a bug that caused NPE to be raised when object had armature but bones were not attached to vertices (now every skeleton that is defined in the blender file is loaded). 11 years ago
Kae..pl 2ccadb7a7a Bugfix: fixed a bug (that occured during work on IK) that caused NPE to be raised when constraint other than IK was applied to bone. 11 years ago
sha..RD 1df0a0a17b * Forgot to commit the actual .so 11 years ago
sha..RD 7e578e696b * Fix Android build by not referencing every single CPP file which may get added or removed at will ... 11 years ago
sha..RD 3fbad71595 * Update to Bullet 2.82 11 years ago
PSp..om d89f4caa94 Added the non-wireless X Box controller mappings 11 years ago
sha..RD 27a4d4d268 * On Windows, forcefully load our version of OpenAL to prevent any currently installed versions in System32 from overriding it 11 years ago
Kae..pl 0921540124 Bugfixes: 11 years ago
SHA..rd 0ab43e0649 * Fix Linux MinGW build for latest CMake 11 years ago
rem..om 509f4eae35 Removed remaining debug system out in SpotLight 11 years ago
rem..om ee03907418 Changed the Mesh.isanimated to check for BindPose,BoneWeight, BoneIndex instead of just BindPose to avoid crashes in the skeleton control on old models. 11 years ago
Kae..pl a6004618ce Bugfix: changed method visibility from private to public to prevent compilation time errors. 11 years ago
Kae..pl 32b79324a9 Bugfix: fixed an issue with proper bone orientation in 3D space (as in blender bones have different local coordinates system than other features); this fix caused more models to be loaded properly and made the code more simple 11 years ago
Kae..pl c0f0f0ca9e Bugfix: BlenderModelLoader attached root objects to the scene node before applying the constraints; this sometimes caused NPE to occur while applying the constraints 11 years ago
bre..om d61ac1afe5 Added alphamap rename tool to the terrain editor. Removing a texture layer now clears all alpha for that layer 11 years ago
PSp..om a2a39bd0d5 Added a connected check to DefaultClient's channel-based 11 years ago
PSp..om db8dc8d4fa Added a toString() method to DisconnectInfo. 11 years ago
sha..RD 2abf8218be * Fix 64 bit native bullet compile on windows. 64 bit build requires using mingw-w64 instead of mingw32. Also if mingw-w64 is used, both 32 bit and 64 bit are supported. 11 years ago
PSp..om cc2d4cd83f Future-proofing JmeVersion now in case we want to 11 years ago
PSp..om 16428d82aa Marking as non-version specific. 11 years ago
rem..om ade8d30d8c Shadows : post pass is no longer rendered when there is no geometry that cast shadows, avoiding rendering what ever there is in the graphic memory in that particular case. 11 years ago