Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2015-11-03BGE: Remove KX_IPOActuator.Porteries Tristan
KX_IPOActuator is not used since 2.4. This patch removes: - KX_IPOActuator.h/cpp; - Python doc; - Write of IPO actuator in write.c; - Allocation of IPOactuator in sca.c; - Conversion in KX_ConvertActuators.cpp; - Initialization of the python proxy in KX_PythonInitTypes.cpp; - Other minor remove in logic_windows.c and in KX_PythonInit.cpp. Reviewers: sybren, campbellbarton Reviewed By: campbellbarton Subscribers: moguri Differential Revision: https://developer.blender.org/D1603
2015-10-11BGE: Adding a screenshot function to game actuatorThomas Szepe
Extending the existing game actuator with a screenshot function, to give also non programmers the ability to take screenshots in the BGE. Reviewers: lordloki, campbellbarton, moguri Reviewed By: lordloki, moguri Subscribers: lordloki, Genome36 Projects: #game_engine Differential Revision: https://developer.blender.org/D651
2015-02-19BGE: Fix T41502 Path following jumpingJorge Bernal
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping. By default it is actived except when you load an old file that it is deactived to keep former behaviour. Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity. When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour). {F142195} Reviewers: moguri, dfelinto, campbellbarton Reviewed By: campbellbarton Subscribers: sergey Differential Revision: https://developer.blender.org/D1074
2014-10-29Cleanup: warnings, typosCampbell Barton
2014-07-18BGE: Add level mode to property actuatorHG1
This patch adds to the existing property actuator a level mode, which is switching the property depending on the input level. Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D652
2014-07-15BGE: TrackTo actuator: increasing up & track axis optionsJorge Bernal
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review. With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis. Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library. The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator). Test file is here: {F97623} I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator: {F91992} {F91990} Reviewers: moguri, dfelinto Reviewed By: moguri CC: Genome36 Differential Revision: https://developer.blender.org/D565
2014-06-26BGE: New Mouse ActuatorJorge Bernal
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes. This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE. The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls. {F94520} {F91859} Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920} Reviewers: moguri Reviewed By: moguri CC: gomer, lordodin Differential Revision: https://developer.blender.org/D559
2014-04-17BGE - button for deactivate sensors, controllers and actuatorsJorge Bernal
This change introduces a new checkbox to deactivate the sensors, controllers and/or actuators. It is useful during the development phase to avoid delete sensors, controllers or actuators if you want to test something new. NOC: The wiki page is being updated (the images mostly), but the feature is already in the 2.71 release log. {F61628} Reviewers: moguri, dfelinto, campbellbarton, dingto, #user_interface, billrey Reviewed By: moguri CC: billrey Differential Revision: https://developer.blender.org/D16
2013-08-15BGE: The Action Actuator can now make use of additive blending.Mitchell Stokes
2013-03-02code cleanup: clarify comment about virtial-modifiers, also add comments to ↵Campbell Barton
DNA headers when its not so obvious what their purpose is.
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-06-07style cleanupCampbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-03option for the Armature Actuator to change the influence of a bone constraint.Dalai Felinto
Also adds DampedTrackTo to the list of supported constraints in the BGE Test file: http://www.pasteall.org/blend/11715 Patch developed as part of a project to NF-UBC Nereus Program. Development time 'sponsored' by the project. www.nereusprogram.org
2012-02-27style cleanup (mostly whitespace)Campbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
This commit extends limit of ID and objects to 64 (it means 63 meaning characters and 1 for zero-terminator). CustomData layers names are also extended. Changed DNA structures and all places where length constants were hardcoded. All names which are "generating" from ID block should be limited by MAX_ID_NAME-2, all non-id names now has got own define called MAX_NAME which should be used all over for non-id names to make further name migration stuff easier. All name fields in DNA now have comment with constant which corresponds to hardcoded numeric value which should make it easier to further update this limits or even switch to non-hardcoded values in DNA. Special thanks to Campbell who helped figuring out some issues and helped a lot in finding all cases where hardcoded valued were still used in code. Both of forwards and backwards compatibility is stored with blender versions newer than January 5, 2011. Older versions had issue with placing null-terminator to DNA strings on file load which will lead to some unpredictable behavior or even crashes.
2012-01-11bge camera actuator: -X and -Y axisDalai Felinto
The camera actuator only allows to look the object from its front face. Given that Blender takes -Y as the default forward orientation, the current functionality doesn't let a camera to track an actor from behind. This patch allows for -X and -Y axis tracking. This way a camera over the shoulders of a character is possible (without resorting to rotate the mesh/armature original orientation. - patch reviewed by Campbell Barton, thanks
2011-12-28make MOD_dynamicpaint.c use more typical gpl2+ text and some formatting ↵Campbell Barton
edits in DNA
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-16BGE Animations: FCurve Actuators are now converted to Action Actuators in ↵Mitchell Stokes
do_versions(). Note: The fcurve actuator still needs to be removed from menus and such.
2011-06-14Merge with trunk r37475.Joerg Mueller
2011-06-13BGE Patch: [#27425] Allow to change the damping of the camera actuatorDalai Felinto
########## original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator" The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint. Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds). This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint. ########### epydocs (rst) updated too
2011-06-11BGE Animations: Adding a layer option to Action actuators.Mitchell Stokes
2011-05-17synched with trunk at revision 36569Nick Samarin
2011-02-25doxygen: small fixes and tag addingNathan Letwory
2011-02-17Starting work on doxygen cleanup. Many things still to be done.Nathan Letwory
2011-02-16synched with trunk at revision 34793Nick Samarin
2011-02-11BGE: frame start/end in action/fcurves/shapekey to support floatsDalai Felinto
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float. Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
2010-12-06bugfix [#24995] Object rotation seems to be applied incorrectlyCampbell Barton
- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2. - Remove scaling and use do_versions to adjust existing files.
2010-08-15added option to set "up" vector of the actor orientation using navmesh ↵Nick Samarin
normal (steering actuator)
2010-08-15added option for automatic facing in steering actuatorNick Samarin
2010-08-05synched with trunk at revision 31065Nick Samarin
2010-08-04include cleanup, no functional changesCampbell Barton
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases) - removed DNA_wave_types.h (never used) - removed Main.wave
2010-07-22synched with trunk at revision 30597Nick Samarin
2010-07-20- correct some spelling errors.Campbell Barton
- remove FreeCamera struct (wasnt used) - remove world color alpha values (not used anywhre).
2010-07-15- added options to enable visualization for obstacle simulation and steering ↵Nick Samarin
actuator - added python attributes for parameters of steering actuator
2010-06-19Added:Nick Samarin
- obstacle culling for correct simulation in 3d - flag for steering actuator termination on reaching target - path recalculation period - advance by waypoints (for path following)
2010-06-12- added acceleration and turn speed parameters for obstacle simulationNick Samarin
- added debug visualization for object velocities
2010-06-05added obstacle avoidance code; object movement is implemented via setting ↵Nick Samarin
velocity
2010-06-01Added new actuator type for following steering behaviors: seek, flee, path ↵Nick Samarin
following; renamed KX_Pathfinder to KX_NavMeshObject
2010-05-07Logic UI - fixing missing rna default valuesDalai Felinto
there are some cases (i.e. Constraint Actuator) where the same DNA property is being used by different RNAs with different ranges. It's easy to change (reset the values to their default in the set func of the constrant type rna). Not sure it's necessary though.
2010-05-06Logic UI: actuators - action+rna 100%, sound 100%, constraint+rna 50%Dalai Felinto
Notes: 1) I had to pass Context to the draw_actuator_sound in order to access the open_sound_operator uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL); According to Campbell they are better ways to do that (mdef bind for reference). but for now it works. 2) for the record: action actuator is equal to shape actuator (but runs in armature) 3) in Constraint Actuator I think I should unify all the limit_loc_max_, loc_min, ... properties. I was thinking about replacing it with a single limit_loc_max, limit_loc_min, range, distance, and use get/set funcs to find the correct one.
2010-05-05BGE Logic UI: more actuators + almost all sensorsDalai Felinto
* Matt, I'm marking some "property" rna properties that will need some speacial lookup. Talking with Campbell we thought that it will be nice to have the lookup with autocomplete for the properties, but giving you the freedom to type whatever prop_name you want (so you can use python created properties). That way we would still store it as a string. Whenever the property doesn't exist (or was renamed, therefore can't be found) the property name tints in red ... Is that possible? * Matt: in draw_actuator_random I used a uiItemL for one of the modes. Is there another way to do that (having the label in the rna file?). I noticed draw_nodes has some cases of that as well. * Andrea, the actuator_game property filename (in rna_actuator) is the one that needs to open the filebrowser but saving the result as relative path (or to have relative path as the default in this case)
2010-02-12correct fsf addressCampbell Barton
2010-02-11BGE: rna update for Logic BricksDalai Felinto
New Actuators done: * EDIT_OBJECT * SHAPE_ACTION Actuators to be done: * CONSTRAINT Actuators done already: * ALL THE OTHERS 16 + some DNA padding There is one Actuator left. This one is tricky because (as many others) the tooltip changes according to the actuator type value. Not sure how to solve this yet. I'll probably have to make different rna properties for the same values (it includes some enums this time). Not so animated to finish this one :/