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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
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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
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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
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This patch removes the limitations on the number of action layers in the BGE.
BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API.
Task Discussion:
https://developer.blender.org/T39572
Author: Kevin Ednalino
Reviewers: moguri
Differential Revision: https://developer.blender.org/D491
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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
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causes a segfault.
Non-camera objects are not supported as cameras, and trying to use them
just causes memory errors (some bad typecasts are involved). When converting
a Scene Actuator, only use the object as a camera if it is actually a camera.
Also, the logic brick UI now filters for camera objects, which should help
avoid confusion.
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This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
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used elsewhere.
also minor style cleanup.
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- make it clear that navmesh visualize option only works in path mode.
- use 2 decimal places for motion-blur shutter speed (user request).
- use 'const' for some bmesh functions.
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Also done a few cleanup here and there...
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* 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
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often takes several forms depending on its related noun's gender, in non-english languages). Note though this does not completly solve the problem (python "New" is still uncontextual).
Moved AUDIO context to ID_SOUND (let's try to keep this as simple as possible!).
Also done some cleanup. Relevant i18n tools edits will follow.
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Also please define and use constants in BLF_translation.h rather than directly typing contexts' names, it's safer (typo would break at compile time, instead of generating more contexts!).
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tip->tooltip for custom properties
Tracked in [#31062] [2.6x] Context Ambiguity List & Discussion (keep updating)
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or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc
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* Remove RNA, Operator and UI for Texture and Sequence plugins.
Since 2.5x no effort has been done to bring that back, so there is simply no reason in keeping that code and the UI for that ;-)
* Low Level code still exists and is unchanged.
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else if's
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Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
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Addresses:
* C++ comments.
* Spaces after if/for/while/switch statements.
* Spaces around assignment operators.
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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
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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
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copy+paste bug when creating the rnas
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Check for unique name when setting name for logic bricks.
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http://markmail.org/message/fp7ozcywxum3ar7n
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- rename define DISABLE_SDL --> WITH_SDL (which was already used in some places)
- blenders interation preset was using orbit rather then turntable 3d view preference (different from factory defaults).
- tagged some unused rna args.
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this is annoying for translators so rather then correct along the way which gives merge conflicts for branches - print a complaint message.
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Plus a few splits of very long lines…
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Fixed some more abbreviations in the UI.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Also, layer checks were checking for values between 0 and MAX_ACTION_LAYERS when they should have been checking for values between 0 and MAX_ACTION_LAYERS - 1.
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and new Shape Action Actuators cannot be created.
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