* Actually replaced tree textures this time. Not compressing the leaves texture because it leads to artifacts.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7204 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Application.handleError now stops by default to prevent process from lingering on
* Made sleeps in LwjglCanvas slightly longer to prevent hogging 100% cpu
* Renamed elephant skeletonxml to skeleton.xml
* Compressed HoverTank textures and removed high-res versions
* Compressed Tree textures
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7203 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- add API for external variable type editors
- first version of "create j3m" function for materials (WIP - parameter values are only toString() versions atm)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7187 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- added ragdollCollisionListener
- Switch between animControl and ragDollControl
- TestBoneRagdoll : Shoot with left click, reset Oto with spacebar. Added bullet time on first impact :D have fun!
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7186 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
to read from a buffer and doesn't understand what class
it's reading. Error messages... it's the little things
that matter.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7180 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* LwjglRenderer will show warnings when NPOT textures are used and the graphics card doesn't support them
* LwjglGL1Renderer will scale textures to POT sizes if NPOT is not supported
* Enable simple logging
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7177 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Lights do not have names because they are not part of the scene graph
* Fixed compiler warnings with IntMap iteration
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7166 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Split of the AnimControl in two parts :
- The AnimControl that handles skeleton transformation via tha animation data
- The SkeletonControl that handles the skinning of the mesh using skeleton transformations
- Ensured backward compatibility with old j3o files, and changed the ogre mesh loader to create the controls properly
- Reverted change http://code.google.com/p/jmonkeyengine/source/detail?r=7142 transforms passed to the setUserTransform methods must be considered as increments to current transform
- Fixed some issues in the ragdollControl and test case (still WIP don't use it)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7163 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
On a side note the wildhouse.zip in the download section is not the same as the one in the test package, and fails to load due to bad file naming (meshxml instead of mesh.xml)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7159 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Gui bucket by default because it's confusing and in
most cases the bitmap text would have inherited that
bucket from its parent if it were appropriate. Unless
someone educates me as to the error of my ways.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7156 75d07b2b-3a1a-0410-a2c5-0572b91ccdca