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2009-05-25utility script for cleaning ipos animation curves,Campbell Barton
used in YoFrankie to reduce file size for large actions
2009-05-25- BGE Py API, any py function/attribute that took a KX_GameObject would not ↵Campbell Barton
accept a KX_Light or KX_Camera (bad oversight on my part) - Typo in occlusion variable init "m_buffer == NULL;" -> "m_buffer = NULL;" CcdPhysicsEnvironment.cpp and CcdPhysicsController.cpp had too many warnings, fixed most of them.
2009-05-25VideoTexture: exception in C++ was not returning an error in Python. Added ↵Benoit Bolsee
function name ini PyArg_ParseTuple.
2009-05-24== Sequencer ==Peter Schlaile
This fixes a stupid mistake in proxy handling with custom files: CFRA not calculated correctly for proxy...
2009-05-24Action actuator default value changed from 0.0 to 1.0. Bookmark renamed to ↵Dalai Felinto
Mark and other small logic tooltip changes - IPOs and actions start it's frame counting in frame 1, not zero. - Talked with Ben and we agreed to rename the "bookmark" feature before an official release. - some English typos. - removed all period in the end of tooltips for consistency's sake. * note: I resisted one more time to the temptation of alphabetical ordering the Sensors and Actuators. That will be the first thing I would like to do after we are done with 2.49 :) It really annoys me as a user.
2009-05-24User InterfaceKen Hughes
-------------- Bugfix 18817: DataBrowse for MTex used Material IDs instead of Texture IDs.
2009-05-24== Sequencer ==Peter Schlaile
Made relative paths work with custom proxy files.
2009-05-24== Sequencer ==Peter Schlaile
Fixed output rescaling, when changing between preview proxy rendering and final resolution.
2009-05-24== Sequencer ==Peter Schlaile
This adds custom proxy file storage to the sequencer. Reasoning: sometimes low resolution versions are already available as a seperate file built by the capture application. So there is no real reason to make blender build it's own seperate proxy. This also somewhat fixes (aehm works around :) ) [#13632] Creating Proxy Takes Over Process, Should be Background Since now you can just fire up ffmpeg to build your proxies in the background. (You could have done before and build a directory of jpeg files, but then you would have to rename all the files since otherwise things are off by one...)
2009-05-24BGE: renamed sensor type enum to avoid conflict with mingw (NEAR was causing ↵Benoit Bolsee
the problem).
2009-05-24+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell ↵Erwin Coumans
Barton/ideasman for confirming it is ok to rename it) + fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too) + added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
2009-05-24Patch #18815: BGE: More updates to deprecation documentation and 2.49 ↵Dalai Felinto
conversion script by Alex Frases(z0r) - Fixed some deprecation warnings in documentation. - Added more conversions to script. - Added more attributes to script todo list. - Print out name of text buffer when encountering an error in batch mode. - Refactor: Simplified attribute map. - Added notImplemented function to print warnings for missing conversions. References documentation.
2009-05-24PhysicsConstraints.createConstraint:Erwin Coumans
allow to dynamically create rigid body constraints while disable collision detection between connected bodies, pass as 10th argument the flag 128 PhysiPython KX_ConstraintWrapper, setParam export setParam(paramIndex,paramValue0,paramValue1) for Physics constraints paramIndex 0,1,2 are linear limits, 3,4,5 are angular limits, 6,7,8 are linear motors, 9,10,11 are angular motors For example: disableConnectedBodies=128 cons = PhysicsConstraints.createConstraint(oid,rid,generic6dof,pivotInAx,pivotInAy,pivotInAz,angleX,angleY,angleZ,disableConnectedBodies) #params 0,1,2 are linear limits, low,high value. if low > high then disable limit cons.setParam(0,0,0) I will provide an example .blend for Blender 2.49
2009-05-24fix generic 6dof constraint support -> convert 3 values into euler angles ↵Erwin Coumans
and convert those into a full constraint frame (same values as Rigid Body constraint Generic 6DOF values), and add 'setLimit' support for generic 6DOF constraint. todo: enableMotor
2009-05-24Set default constraint solver mode more compatible to Blender 2.48 settings, ↵Erwin Coumans
this fixes rigid body stacking in this blend file: http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102 (todo: expose this setting in World setting GUI) Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT. Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering). Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-24Minor fixes in Bullet/constraint solvingErwin Coumans
Should make generic 6DOF constraint more useable, and rigid body stacking more stable (warmstarting was accidently switched off) If time allows, a few more minor last-minute 2.49 fixes might follow. Check out http://bulletphysics.com/constraintsTutorial.blend
2009-05-23== Sequencer ==Peter Schlaile
Fix for the fix: SDL_PauseAudio() doesn't really wait for callback to finish which can lead to random segfaults if we set audio_scene to 0 afterwards. So we don't do that.
2009-05-23BGE: fix memleaks.Benoit Bolsee
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end. KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light. KX_GameActuator: Global dictionary buffer was not deleted after saving. KX_MotionState: The motion state for compound child was not deleted KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak. After these fix, YoFrankie runs without memleak.
2009-05-23BGE: Random sensor will produce true random sequence of events when seed is ↵Benoit Bolsee
set to 0 in the GUI (the actual seed value is stored in the sensor seed attribute). Positive values will use fixed pseudo random sequence.
2009-05-23FIX memleak in mmap().Benoit Bolsee
2009-05-23== Sequencer ==Peter Schlaile
This fixes: [#18373] WAV with IPO CURVE: Clicking in playback by adding linear interpolation between frames. (Old IPOs were only calculated once per frame which will lead to clicking on steep curves)
2009-05-23BGE PyController module reloading didnt check that the base of the function ↵Campbell Barton
was a module (could be a class).
2009-05-23[#18802] BGE conversion script: more attributes; updated GameTypes.pyCampbell Barton
Patch from Alex Fraser (z0r) - All attributes in the conversion map have been checked against the docs. More ambiguities have been resolved. - Added option to convert all text buffers in Blender. - Updated GameTypes.py: there were inconsistencies. The script works well (causes no errors) with 0_FPS_Template.blend and vehicle_demo.blend from the physics-2.43-physics-testfiles pack. Caveats: - Conversions were checked against other deprecated attributes. I may have missed some cases where a deprecated attribute has the same name as a non-deprecated attribute. I did catch a few though. - As with the last version, the conversion is purely text-based and doesn't compile the code. It's easy to create a script that would break on conversion. Still, it should get you 90% of the way to a converted script.
2009-05-22Python APIKen Hughes
---------- Fix incorrect exception message.
2009-05-22Update to the bolt/nut script, I also replaced some loops with ↵Campbell Barton
list-comprehension and use mesh.transform(matrix) rather then transforming every vert in a loop. V2.00 22/05/09 by Aaron Keith - Better error checking. - Lock Nut and Hex Nut meshes added. - Pre-sets for common metric bolts and nuts. - Improved GUI. - Meshes scaled to a smaller size - Fixed bug when using crest and root percent other than 10% - Can now create meshes in Edit Mode. This will add to the current mesh and align with the current view.
2009-05-22the debug option for BGE scripts only reloaded modules but not packages ↵Campbell Barton
submodules. Now reload all the submodules too. It was also hiding the error message if there was a syntax error which wasnt so helpful.
2009-05-22Fix for: energy IPO not supported in glsl mode (reported in the forum).Dalai Felinto
in fact I redid part of the last "fix", making it working properly now. Before we were changing Lamp->la . This is the Blender Lamp, we shouldn't touch it. So this part of the code is correct now. Things that could be tackled: - color attribute is returning negative values when NEGATIVE is toggled - objects with no material (default gray one) still don't support lamp spots (not spot lamp but the spot of the lamps)
2009-05-22Removed use of CrossVecs, DotVecs, CrossQuats and DotQuatsCampbell Barton
for all scripts except import_dxf and colladaImEx/translator.py
2009-05-22- Deprecated Mathutils.CrossVecs(v1,v2) for v1.cross(v2), (same with ↵Campbell Barton
.DotVecs -> v1.dot(v2), for CrossQuats and DotQuats too) - Grouped Mathutils deprecated functions - Dont include source code in bpy epydocs
2009-05-21BGE remove parent: unparented object keeps the linear and angular velocity ↵Benoit Bolsee
it had while being parented.
2009-05-21BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.Benoit Bolsee
Four new buttons in World settings to control frame rate: fps: Nominal frame rate in frame per second. Also sets the physics timestep = 1/fps phys: Maximum number of physics timestep per game frame in case the actual fps is less than nominal. This allows the physics to keep up with real time even if the graphics slows down the game. sub: Fixed number of simulation substeps per physic timestep. Improves the precision of the physics simulation. Useful for fast moving objects for example. log: Maximum number of logic steps per game frame in case the actual fps is less than nominal. This allows the logic system to follow the physics simulation. Upper bound = phys (setting the value higher than phys has no effect). On games with heavy logic system, it is useful to set this value to 1, to keep logic time under control. All these values were already accessible from Python except phys: GameLogic.getMaxPhysicsFrame(): Gets the maximum number of physics frame per render frame. GameLogic.setMaxPhysicsFrame(phys): Sets the maximum number of physics timestep that are executed per render frame. Higher value allows physics to keep up with realtime even if graphics slows down the game. Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) maxphysics/ticrate is the maximum delay of the renderer that physics can compensate. phys: integer
2009-05-21rvk1_torvk2.py patch committed by jean-michel soler (jms)Remigiusz Fiedler
[#18765] Update of the rvk1_torvk2.py bundled script: The script has been modified to use the last management of the modifiers in the python api and corrected too. Now it can copy the mesh object when it is alone and also a shape keys to the second one if needed.
2009-05-21build without SDL in GCC 4.4Campbell Barton
2009-05-21BGE: user control to compound shape and setParent.Benoit Bolsee
Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21== Sequencer ==Peter Schlaile
This fixes: [#18007] Audio playback of a scene strip containing audio is broken. (needed a different recursion protection than video render code, since video and audio render can be called simultaneously because of SDL audio thread callbacks) Also: we don't display a wait cursor, if the scene strip has DOSEQ enabled. (no need to wait, it is the sequencer which is realtime by definition :)
2009-05-21[#18795] Subdivide Smooth can give wrong vcolCampbell Barton
weights given by subdivide are not normalized, if that was fixed could avoid clamping.
2009-05-21fix for [#18772] c3d_import script crashesCampbell Barton
Patch from Roger Wickes update to 2.48 sFrame, eFrame, fps. [#18794] GE API conversion script: 2.48 -> 2.49 patch from Alex Fraser (z0r), will test further in the next few days. --- This is text plug in and standalone script that updates Blender 2.48 Game Engine scripts to be compatible with the 2.49 API. The script contains a mapping of attribute names to functions that do the conversion. Most of the mappings were extracted from the documentation in GameTypes.py. Where the conversion is ambiguous, the script will not change the source except to insert a warning as a comment. This means that the script does not completely automate the conversion process, but will do a lot of the work. The script still needs a fair bit of testing. Many of the mappings have not been tested and could result in broken scripts. I'm submitting this patch now to start the review process early. I think I might need help if it is to be included in 2.49.
2009-05-21BGE #18664: Incorrect behavior for objects when unparented. A parented ↵Benoit Bolsee
object is made static in all cases.
2009-05-20Fix for [#18785] Crash rendering hair particle systemJanne Karhu
2009-05-20BGE logic patch: fix another incompatibility with YF.Benoit Bolsee
Previous patch was not sorting the state actuators. This was causing some problems with YoFrankie that relies on the order of actuators when multiple state actuators are activated at once. Active state actuators will now be sorted per object. This doesn't change the fact that state actuators are executed before all other actuators as before. Incidently, made the logic loop faster.
2009-05-20Moving ScreenSpace methods from Rasterizer to KX_Camera (getScreenPos, ↵Dalai Felinto
getScreenVect, getScreenRay) The modules were moved in order to access the camera internal matrixes. It will make then compatible with multiple viewports in a near future. So far the problem I found was: 1) KX_Camera doesn't store the canvas viewport 2) RAS_ICanvas methods: GetDisplayArea and GetWindowArea are affected by multiple viewports (and they shouldn't). Test file is here: http://www.pasteall.org/blend/68
2009-05-20remove module that was never used.Campbell Barton
2009-05-20- Added an intro page for the BGE docs rather then using GameLogicCampbell Barton
- Added notes on BGE stability and modules - updated some examples to new api syntax - include BGL Mathutils and Geometry modules in docs
2009-05-19Last minute mini feature:Ton Roosendaal
Expanded the "10-timer" (ALT+CTRL+T) with two new test options: - Draw entire window - Anim step The latter will only call animation system, no drawing. Added this to match the testing menu in 2.5 too, so we can get good reference performance tests.
2009-05-19BGE Py APICampbell Barton
use PY_SET_ATTR_FAIL and PY_SET_ATTR_SUCCESS return values so the fake subclassing can know if a value failed to be set or if it was missing from the type. (with PY_SET_ATTR_MISSING) Also noticed some other mistakes. - KX_LightObject, setting the type didnt check for an int. - KX_SoundActuator, didnt return an error when assigning an invalid orientation value - KX_GameObject, worldOrientation didnt return an error value.
2009-05-19BGE bug #18762 fixed: softbody. An incompatibility between the soft body ↵Benoit Bolsee
deformer and other types of deformer was causing the soft body to disappear in the game. This was the case when the soft body had an armature or simply vertex groups.
2009-05-19recorded game physics ipo's also have the same problem FBX export had with ↵Campbell Barton
eulers rotations http://www.graphicall.org/ftp/ideasman42/game_euler.png - dont calculate handles for key added (it does them all at the end). - was doing twice the number of curve lookup's per frame as was needed. - test handles function that runs at the end was converting to ipo transformation values for no reason. - when adding new curves set them to linear interpolation.
2009-05-19BGE soft body: give access to the soft body collision margin in the Advanced ↵Benoit Bolsee
panel. By default the collision margin is set to 0.25, which causes the soft body to somewhat float above the ground. You can decrease this value to get more realistic collision. Note that the algorithm may become unstable with lower margin.
2009-05-19CMake + MSVC debug build fixDalai Felinto
Initializing lResult = 0; and removing NOP (if(!lResult) lResult = 0; That was discussed with Genscher and Benoit in IRC.
2009-05-19Bug fix for: [#18761] GLSL Negative light option in Blender does not work in ↵Dalai Felinto
the GE