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2009-05-17Patch #18758 for bug #17423 by Matt D. (foom) Thanks! Thomas Dinges
"Mouse wheel zoom lost after rendering."
2009-05-17BGE: new sensor object to generalize Near and Radar sensor, static-static ↵Benoit Bolsee
collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17cmake: apply ADD_SUBDIR patch.Benoit Bolsee
2009-05-17Bugfix #18676Ton Roosendaal
Texture "map to" Ambient did work now (previous fix) but not for ambient occlusion yet.
2009-05-17Bugfix #18756Ton Roosendaal
Texture nodes: on file load, the preview render signal was ignored. Found out it ignores it all the way, inserting refreshes all over, not using the 'afterqueue'. Will live with that for now, in 2.5 it's nicer supported anyway. Just added another refresh line on the proper signal to make it look nice on file loads.
2009-05-17Same tooltip whether snap button is press or not (it used to have a ↵Martin Poirier
different one when turned on).
2009-05-17Bugfix: Changing ShadowBufferSize didn't update 3d view - reported by nudelZ ↵Daniel Genrich
via IRC (simple update call was missing)
2009-05-16setting up the BGE Python sys.path for importing modules wasnt working for ↵Campbell Barton
library paths.
2009-05-16* Fix for another OpenAL compile error on MSVC.Brecht Van Lommel
2009-05-16replace Py_BuildValue("OOO", Py_None, Py_None, Py_None) with a function that ↵Campbell Barton
makes and fills the tuple, since some scripts call rayCast many times in a single logic tick, contrived benchmark shows this to be about 20% faster.
2009-05-16BGE Py API BugfixesCampbell Barton
KX_GameObject.getVelocity() would set an error but nor return an error value when an non vector argument was given. KX_PythonSeq_Type was not initialized with PyType_Ready which could crash blender when inspecting the type.
2009-05-16ScriptsKen Hughes
------- Fix some typos in script tooltips and descriptions-- no code changes.
2009-05-16BGE: fix a compatibility problem since logic patch with YoFrankie (and other ↵Benoit Bolsee
games I guess). State actuators will now execute before any other actuators to make sure that the actuators link count are up to date when they execute.
2009-05-15* Fix for compile error on MSVC.Brecht Van Lommel
* Remove alut from makefiles and cmake.
2009-05-15Bug/patch #18714: fix game engine sound on OS X Intel, patch byBrecht Van Lommel
Ken Hursh and myself. * Get rid of dependency on ALUT. It is really only used to load a WAV file, and apparently crashing doing so on OS X Intel, (perhaps due to endian issues?). There was already own code for doing this on some system, so now it uses that. That code had it's own endian issues which are now fixed, along with better checks to avoid crashing on corrupt or unsupported files. * Also get rid of some unecessarily complicate #ifdefs. * According to the bug report OS X Intel OpenAL only works with static openal linking still (WITH_BF_STATICOPENAL for scons).
2009-05-15Name attributes added since 2.48a more consistently.Campbell Barton
BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
2009-05-15minor change - mistake in joystick fix, util function for getting attrs from ↵Campbell Barton
BGE types
2009-05-15BGE PyAPICampbell Barton
[#18701] Issues with camera.pointInsideFrustum method - note in docs that the projection matrix is not correct for first logic tick. Renamed... KX_Camera.isViewport -> KX_Camera.useViewport KX_Lamp.quat_attenuation -> KX_Lamp.quad_attenuation Deprecated KX_Camera.getProjectionMatrix(), KX_Camera.setProjectionMatrix() for projection_matrix attr Added most missing docs reported by the doc-checker script
2009-05-15[#18749] BGE: Crash on joysticksensor.getAxisValue()Campbell Barton
negative index would be used when the joystick was not found, crashing python api, initialize these as 0 now.
2009-05-14Fix for bug #18622Martin Poirier
Snapping has to be reinit after changing mode during transform. Needs to be fixed in 2.5 too, but a tad differently.
2009-05-14BGE modifier: generate correct physic shape, share static derived mesh, ↵Benoit Bolsee
share display list. This commit completes the support for modifiers in the BGE. - The physic shape is generated according to the derived mesh. This is true for all types of shapes and all types of objects except soft body. - Optimization for static derived mesh (mesh with modifiers but no armature and no shape keys). Replicas will share the derived mesh and the display list: less memory and faster rendering. With this optimization, the static derived mesh will render as fast as if the modifiers were applied. Known Limits: - Sharing of mesh and display list is only possible between in-game replicas or dupligroup. If you want to instantiate multiple objects with modifiers, use dupligroup to ensure best memory and GPU utilization. - rayCast() will interact with the derived mesh as follow: Hit position and hit normal are the real values according to the derived mesh but the KX_PolyProxy object refers to the original mesh. You should use it only to retrieve the material. - Dynamic derived mesh have very poor performance: They use direct openGL calls for rendering (no support for display list and vertex array) and they dont't share the derived mesh memory. Always apply modifiers on dynamic mesh for best performance. - Time dependent modifiers are not supported. - Modifiers are not supported for Bullet soft body.
2009-05-14Bugfix, sorta :)Ton Roosendaal
Removed option to choose rendering to yafray. New yafaray is better, and already is being linked as option on the blender.org download page.
2009-05-14Bugfix #18743Ton Roosendaal
Render: raytracing materials with transp-shadow + SSS crashed
2009-05-14updated BGE doc checker script for classes now being in GameTypes.pyCampbell Barton
2009-05-14Bugfix #18725Ton Roosendaal
Particles using group-duplication, with Metaballs in group, enter eternal loop in our code now. This is a non-supported case... metaball code doesn't support recursions. Added a provision in code to catch this case, and print an error in console to denote this.
2009-05-14BGE Py APICampbell Barton
scene.active_camera can now be set so you can more easily set the current camera from python scripts without using an actuator. ConvertPythonToCamera utility function to get a camera from a python string or KX_Camera type.
2009-05-14[#18685] dark pixels created when during texture "full baking"Campbell Barton
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
2009-05-14print warnings when python attributes and methods conflict with game properties.Campbell Barton
2009-05-14* More updates to game engine type docs from Roelf de KockCampbell Barton
* FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem. Also improved keyframe removal to work on animation curves an angle
2009-05-13BGE: 1-liner patch to put the Always sensor in non pulse mode by default. ↵Benoit Bolsee
I've seen enough games with Always sensors in pulse mode while they should not; this patch should prevent this common mistake.
2009-05-13BGE API cleanup: motion actuator. Apply patch from Moguri.Benoit Bolsee
2009-05-13Python APIKen Hughes
---------- Fix problem with ShrinkWrap PROJECT_OVER_NORMAL setting.
2009-05-13use epy deprecated field and link to attributesCampbell Barton
2009-05-13Moved game engine types into GameTypes.py because every type put into a ↵Campbell Barton
module giving lots of references to KX_GameObject.KX_GameObject and having to write in links like L{CListValue<CListValue.CListValue>}. Looked into ways around this but epydoc has no way to import a class without its module and the @include field is maked as 'TODO'. Also removed the outdated 'WhatsNew' section and linked to the 2.49 release notes.
2009-05-13BGE #18691: Blenderplayer fullscreen messes up desktop on OS X Leopard. ↵Benoit Bolsee
Applied patch #18705 by sbn. I cannot compile osx but the patch seems perfectly alright to me. Can OSX users confirm that it compiles well on the various OSX version?
2009-05-13BGE #18732: Python Light options don't work with GLSL materials. Commited ↵Benoit Bolsee
patch from dfelinto and moguri, thanks for the good work.
2009-05-13[#18694] Added support for Wavefront OBJ groups for both the import and ↵Campbell Barton
export scripts from Paolo Ciccone (pciccone) Im not that keen on this functionality since vertex groups in blender are for weight painting and OBJ's groups are more like sub-objects, The conversion between these is a poor approximation (one vertex group per face). But this is still useful for using blender with poser so accepting these 2 patches. Made some changes from the patch *Export* - vgroup off by default, since this is mainly useful for corner cases - findVertexGroupName() - changed how exporting selects a vertex group for a face, use the highest combind weight for each group instead of the number of checking how many times the verts are in a group because they could have a zero weight. - findVertexGroupName() - would fail if a faces verts were not in any groups, now return a (null) group - Allow modifiers to export with vgroups *Import* - disable by default - ignore (null) groups - fixed a problem where the patch broke SPLIT_GROUPS - move the group definition out of global namespace, breaks importing as a module. --- Patch submission info The import/export scripts included with Blender 2.48 don't save/preserve groups defined in OBJ file. This presents a couple of issues: users loading an obj file with groups are not able to use a rather important set of data. When the file is then saved the groups are lost bringing up both the issue of data loss and loss of functionality as groups are used for rigging and morph target creation for Poser/DAZ Studio and all compatible applications. Of course other animation/modeling packages that use OBJ files might be affected. The solution that I present here simply patches the excellent python scripts written by Campbell Barton and Jiri Hnidek. The new code implements the preservation of groups by creating Blender vertex groups during import and by re-writing those groups in the OBJ file during export. Of course group ownership is idetermined at the face/polygon level and not at the vertex level. This rather simple solution makes Blender instantly one of the better tools to create Poser Morph targets (Full Body Morphs) and conforming figures and clothing. Of course it's also adding a more complete support for the whole OBJ spec. The patches are fitting well inside the established logic, have a minimal impact and are totally transparent to the user. See the attached video (about 7 minutes long) for more details. I noticed that the original scripts are formatted with tabs. I think it would be a good idea to follow the standard Python recommendation and convert the scripts to use spaces. I didn't want to do it on my side as it would generate a patch that replaces the whole file, not something that I wanted to do with my first submission :) But it would help if people with access to SVN could do it. Here is a short video that demonstrates the updates: http://www.paolociccone.com/blender_obj_scripts.html Cheers! ----
2009-05-13Mixed declaration and code. That should teach me to ignore warnings.Martin Poirier
2009-05-13Fix crash when missing int argument for -s -e and -j.Martin Poirier
2009-05-13[#18735] Particle vertex group API for PythonCampbell Barton
from Alberto Santos (dnakhain) Changed "None" to "" for returning an unset vertex group. "" is a valid name for a vertex group this is asking for trouble.
2009-05-13[#18711] Particle render API for PythonCampbell Barton
from Alberto Santos (dnakhain)
2009-05-13[#18728] Particle (newtonian) physics API for PythonCampbell Barton
patch from Alberto Santos (dnakhain)
2009-05-12BGE performance: allow to create display list on meshes with modifiers but ↵Benoit Bolsee
without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
2009-05-12Fix face occlusion for projection paint, (was broken for all RC's but nobody ↵Campbell Barton
noticed) Its still not working right in perspective mode. For bleed use a faster method then Barycentric weights function since the point is always on the edge. last commit with memset in readfile.c missed one var.
2009-05-12[#13726] Segfault with (Re)Appending objectsCampbell Barton
fix this by freeing the lib-file-data after linking or appending, re-appending will be slower now (as slow as appending for the first time). Not strictly needed, set the memory for bhead's to zero in readfile.c since comparisons are done later on with this data making valgrind complain. Added some missing headers too.
2009-05-12BGE bug #18596: No ipo dynamics is 2.49rc1.Benoit Bolsee
2009-05-12Python APIKen Hughes
---------- Patch by Jean-michel Soler (jms) to support ShrinkWrap and SimpleDeform modifiers.
2009-05-12problem with unloading modules, py modules would be refreshed but external ↵Campbell Barton
modules that were pyc or pyo's would be kept. This made it not refresh the module when taking an external BGE Module and making it internal because the external pyc would never be freed so the internal text wouldn't get used until restarting blender.
2009-05-12BGE #18724: Modifier cause crash in 2.49RC2. My bad, I was too quick to fix ↵Benoit Bolsee
the soft body problem in revision 20119. This time I tested against modifiers, soft body, armatures and replace mesh.
2009-05-12BGE Doc updates thanks to Roelf de KockCampbell Barton
--- Notes from Roelf, maybe some other BGE devs could help resolve these Here is what I have so far. I've left "TODO's" were there needs to be some more comments. The following things also need to be resolved: -KX_VehicleWrapper.getWheelOrientationQuaternion looks like it should return a quaternion but if I look at the code it looks like it returns a rotation matrix. -I still need to find out what exactly KX_VehicleWrapper.getWheelRotation is. I've got the return type but I would like to add some explanation for what it actualy means (and units if any). -BL_Shader.setNumberOfPasses ignores the parameter but from the comment in the code it looks like the parameter that is being set (it is harcoded to be =1) in setNumberOfPasses is not used. So I'm not sure if this method should be documented at all.