- User Since
- May 24 2014, 5:44 AM (195 w, 3 d)
Dec 10 2016
Sorry for the late reply.
Nov 12 2016
Sep 19 2016
Try destroying all cached data that blender creates (on windows its located in the %appdata%) and reinstall afterwards.
Apr 11 2016
Hello everyone !
Feb 26 2016
What if I take the step forward and create all the md5 checksums for all the files (for completion's sake) ?
Dec 27 2015
Sure thing :) ty @Brecht Van Lommel (brecht)
Dec 16 2015
I Have done some research about my device AMD Radeon 8550G.
According to this wiki link https://en.wikipedia.org/wiki/Radeon_HD_8000_series#Richland_.28HD_8xxxG.29_series, my device codename should be SCRAPPER and not DEVASTATOR as blender prints out in logs.
Hello, sorry for the long delay.
Dec 2 2015
Made sure to Download the lastest linux x86_64 build including T46906.
It compiled for a few minutes, took up to 4GB of memory and then failed again. At least it's trying this time :|
Dec 1 2015
The Radeon HD 8550G is a "Terascale 3" type architecture ......
APU or not, i also have a dedicated GPU: AMD Radeon HD 8550G.
I assume it is a "HD 8xxx" which is clearly above the "HD 7xxx" minimum.
I'll have to inform myself about the GCN though.
Nov 29 2015
Already got the latest drivers, yet i don'T know if the beta will be of use.
never tried before today.
Im currently using a LENOVO G505S laptop with dual graphics (2x GPU).
Oct 27 2015
Oct 26 2015
@Jacob Merrill (blueprintrandom) :
The error is not related to the add-on itself from what i can read in the error message.
Your game appears to have some missing textures (GPL_chrome.png & Soft egde grey.png).
Sep 1 2015
Pixaal and I are discussing a few nodes mechanics prior to coding the full add-on.
My add-on aims to give users a new and fast way to either save parts of nodes trees or full trees using some binary serialized json for a light-weight personal library.
Aug 20 2015
Update for commit.
Fix for last update.
Update for commit.
Aug 14 2015
Fixed error message.
Aug 13 2015
Changed class "PublishAutoPlatforms" to return an error if the lib folder does not exist.
Aug 12 2015
Changed the UI_UL_list to use the folder path chooser. The "overwrite assets" toggle didn't make much sense to be in it.
I also have removed the "publish" toggle text, it makes for a cleaner look overall.
Aug 11 2015
Added comments to code and fixed duplicate buttons to overwrite and publish.
Aug 9 2015
Simplified source relpath / abspath.
Added comments to code parts.
Aug 1 2015
Please include your machine specs, blender version and how to reproduce.
May 14 2015
2.73b and older:
from bge.types import KX_GameObject
May 13 2015
Apr 9 2015
Feb 18 2015
Dec 29 2014
Strange, i only registered myself and don't touch anything else.
Dec 14 2014
Versions 2.72 up to 2.72.3 (2.72 - 2.72b - 2.72.3) have shown a reproducibility of 100% with a startup file created with the first release of 2.72.
I have loaded the factory defaults on 2.72 - 2.72b and still shown a rate of 100%.
I then tried saving a startup file from 2.72.3 and has proven to fix the issue on all the versions I tested (2.72 - 2.72b - 2.72.3).
Please note that this bug is only reproducible on linux.
Sep 13 2014
Aug 15 2014
Aug 7 2014
Ok Moguri, one last thing, can someone discard this revision ? Please.
Aug 4 2014
- Changed the assets add class to be able to import multiple files using a file browser thanks to bpy_extras.ioutils.ImportHelper
Aug 2 2014
Since this could affect other values settings in the add on we should just disable the update fuction of the bpy.types.uilayout.prop() because each time the number is changed blender tries to recalculate the mesh.
Can't post differentials for the Versions, "Re-skinning", and new "Hierarchy" features since they are dependent on previous differentials.
- With open("xxx", "xx") as file: closes automatically the file when finished, thus removing the need to close the file using file.close().
- Fixed bug where library folder is not created if it does not exist before downloading platforms.
- Added MD5 checksum generation for all files being created for the platforms under a JSON format.
- Simplified assets and platforms listing by integrating their boolean on the same label line as their name.
- Removed the first if statement for the "publish default platform" boolean and modified the "add new platform" button to set by default the "default platform" specifications, thus only using one WriteRuntime() instead of two via a for loop.
- Moved panel from [ properties > window > render ] to [ properties > window > render_layer ] since when we export the game, the blenderplayer defaults to the scene being used while publishing and because the render_layer is empty while using the Game Engine
Aug 1 2014
Reverted style changes to the strict necessary.
Jul 31 2014
Jul 30 2014
Jul 6 2014
Sorry for the inconvenient, this task is a glitch from when https://developer.blender.org/T40966 got submitted.
Ubuntu 14.04 LTS 64-bit - Gnome Shell
Jun 17 2014
Completed add-on wiki [ http://rikutogame.dnsd.me/bge_material_creator ]
Jun 16 2014
Changed modules import method to only load necessary modules for the add-on [ from module import submodule ]
Added support for relative paths using campbellbarton "bpy.path.abspath" suggestion.
Jun 11 2014
Jun 10 2014
I am proud to announce the final release candidate of the add-on Material Creator (BGE-MC).
For information about it's functionalities and initial setup, please follow this link: http://rikutogame.dnsd.me/bge_material_creator.
Jun 9 2014
Reworking add-on internals to include multi node advanced options, into the textures slots creation class.
Jun 8 2014
All tasks posted must be about blenders software development. Unless this request is to talk about a bug involving the 3D model [ Three wheels on spindles, 180 degree. Two engines, one driver's seat. Saucer shaped. Two pedals, one for each engine. Up down sensitive ] I recommend not doing so.
Jun 6 2014
Added EnumProperties for "Texture coords", "projection" and "blend type".
Added texture node Influences [ such as "intensity", "color", "alpha", "hardness", "normal" and "displacement" ]
Jun 5 2014
Added facilitating methods and values to reduce code length or repetitive strings formats.
Planning an advanced feature for multiple texture maps customizable channels.