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0.0.2
Mipmapping settings can be controlled, you can control if a texture has mipmap and its lodbias. More the lodbias is an hight value more the texture is blurred. Useful to "unblur" foliages/fence textures. Mpimapping per texture with lodbias option (UV Image Editor, N > mipmapping)
With a lobbias of 1.0:
With a lodbias of -1.0:
Subsurface scattering was implemented from original patch of Martinsh/Mokazon in the Candy branch.
Scripts with the following extensions: .glsl, .frag, .fs, .vs, .vert, .fx are highlighted according to GLSL syntax.
It draw debug lines that represent armature's bones, enabled in the UI via "Show Armatures", or in python by using: BL_ArmatureObject.draw()
A template is added in text editor templates to make cubemap reflections easier. It has an option to make optional diffuse.
Now you can move logic bricks up and down even if they are expanded.
- VBO not updated for meshes with deformers. (see #e7770c)
- Deformed mesh not updated get wrong AABB. (see #c5b0bf)
- Scene replacement and deletion. (see #7b8e9c)
- Wrong number of plane in bullet culling. (see #7ed716)
- AABB not update on non-bullet culling (see #c2e8ad)
- Predefined object AABB taken in the object it's self and not the given mesh. (see #3a2537)
- Wrong AABB for softbodies. (see #e3e504)
- Unrefreshed setting of SSS lamp energy, color. (see #49ff26)
- Zombie object created when child is in a different layer. (see #2068a3)
- T46381, wrong played child armature action. (see #c58e72)
- Unupdated VBO for dynamic deformer. (see #e7770c)
- Wrong armature debug scale. (see #fa103f)
- T37125, modified mesh not updated to deformed objects. (see #b9a2bf)
- Unscaled/unrotated object's culling sphere. (see #eaa044)
- Double to float precision issue in MT_Matrix4x4::inver[t/se]. (see #877dbe)
- Allow message sensor without subject and message actuator without receiver. (see #7e319c)
- Armature not drawed when no visible children. (see #01fe21)
- Animation multithreads conflict in AABB update. (see #89aa06)
- Memory leak caused by non pointer usage of RAS_MeshSlot. (see #49d809)
- Memory leak on KX_TouchEventManager. (see #e32192)
- Unshared message between scenes. (see #ceef8c)
- Adding obstacle without obstacle simulation. (see #c4a9a2)