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2008-07-14merge with trunk (15330 -> 15566)Martin Poirier
2008-07-12BGE bug fix (good for 2.47): automatic detection that target object of ↵Benoit Bolsee
AddObject actuator is being deleted to avoid crash (bad game design anyway)
2008-07-12improvement of 2d-filter custom shader, Hamed Zaghaghi
some bugfixes, now you can use depth buffer and luminance buffer without any settings, also you can use object's properties in a shader
2008-07-10Adding an option for action actuator - "Continue" this means animations ↵Campbell Barton
always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable. When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-07-10Sync with Apricot Game EngineBrecht Van Lommel
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
2008-07-08BGE logic patch: new "Add" mode for Ipo actuator, several corrections in ↵Benoit Bolsee
state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-04BGE logic update: new servo control motion actuator, new distance constraint ↵Benoit Bolsee
actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-01Checked all cases where PyArg_ParseTuple is used in blenders game engine and ↵Campbell Barton
made sure all will raise errors when called with invalid args.
2008-07-01bugfix, ActionActuator was missing many checks for PyArg_ParseTuple failing.Campbell Barton
This meant an error in a script could be reported in a different line or script file which makes it quite hard to trace the problem. There were also places where invalid pointers could be used because of this. The whole game engine pyapi probably needs to have these checks added.
2008-06-28BGE 2d-filter, custom shaders now can have depth texture and luminance textureHamed Zaghaghi
2008-06-26Python API/Game engine fixes, dosn't affect 2.47Campbell Barton
* Action FrameProp was checking if the string was true, not that it contained any text. * Added GameObject.getVisible() since there is already a getVisible * Added GameObject.getPropertyNames() Needed in apricot so Franky can collect and throw items in the level without having the names defined elsewhere or modifying his game logic which is stored in a separate blend file.
2008-06-25BGE patch 15044 approved: Edit Object Dynamics Actuator.Benoit Bolsee
Add enable/disable dynamics actuator under the "Edit Object" category. The Enable/disable rigid body option is also availale but not implemented.
2008-06-25BGE patch: Add automatic support for armature driven shape keys.Benoit Bolsee
To take advantage of this feature, you must have a mesh with relative shape keys and shape Ipo curves with drivers referring to bones of the mesh's parent armature. The BGE will automatically detect the dependency between the shape keys and the armature and execute the Ipo drivers during the rendering of the armature actions. This technique is used to make the armature action more natural: the shape keys compensate in places where the armature deformation is uggly and the drivers make sure that the shape correction is synchronized with the bone position. Note: This is not compatible with shape actions; BLender does not allow to have Shape Ipo Curves and Shape actions at the same time.
2008-06-25BGE patch: remove Shape key driver code from previous commitBenoit Bolsee
2008-06-24BGE patch: Add damping and clamping option to motion actuator.Benoit Bolsee
This patch introduces two options for the motion actuator: damping: number of frames to reach the target velocity. It takes into account the startup velocityin the target velocity direction and add 1/damping fraction of target velocity until the full velocity is reached. Works only with linear and angular velocity. It will be extended to delta and force motion method in a future release. clamping: apply the force and torque as long as the target velocity is not reached. If this option is set, the velocity specified in linV or angV are not applied to the object but used as target velocity. You should also specify a force in force or torque field: the force will be applied as long as the velocity along the axis of the vector set in linV or angV is not reached. Works best in low friction environment.
2008-06-24BGE patch: Add NAND, NOR, XOR, XNOR controllers.Benoit Bolsee
NAND controller is an inverted AND controller: the output is 1 if any of the input is 0. NOR controller is an inverted OR controller: the output is 0 if any of the input is 1. XOR controller is an exclusive OR: the output is 1 if and only if one input is 1 and all the other inputs are 0. XNOR controller is an inverted XOR: the output is 0 if and only if one input is 0 and all the other inputs are 0. The NAND, NORT and XNOR controllers are very usefull to create complementary outputs to start and stop actuators synchronously. MSCV project files updated.
2008-06-24BGE patch: Add level option on sensor and fix sensor reset.Benoit Bolsee
Level option is now available on all sensors but is only implemented on mouse and keyboard sensors. The purpose of that option is to make the sensor react on level rather than edge by default. It's only applicable to state engine system when there is a state transition: the sensor will generate a pulse if the condition is met from the start of the state. Normally, the keyboard sensor generate a pulse only when the key is pressed and not when the key is already pressed. This patch allows to select this behavior. The second part of the patch corrects the reset method for sensors with inverted output.
2008-06-23BGE patch #14386: Action Actuator Current Frame Prop. This patch is very ↵Benoit Bolsee
usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results
2008-06-22BGE patch: add state engine support in the logic bricks.Benoit Bolsee
This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-06-19BGE bug fix for new shape action: mesh with multiple materials did not ↵Benoit Bolsee
deform properly
2008-06-18Small fix to be able to compile Blender.Jiri Hnidek
2008-06-18Forgot to set Id property on new shape action filesBenoit Bolsee
2008-06-18BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.Benoit Bolsee
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17Use the scenes framerate for ipo and action framerate in the game engine, ↵Campbell Barton
was hard coded to 25.
2008-06-15bugfix, clip alpha wasn't working in the GE, not happy with these functions, ↵Campbell Barton
they probably need bigger changes not to assume all alpha requires face sorting with a disabled depth buffer,
2008-06-15BGE patch: support Set Scene in BGE. Linked Set Scene should have no name ↵Benoit Bolsee
conflict in Object, Object data and Action of the main scene to avoid confusion in Python scripting. Nested Set Scene are supported. You will need Python scripting to create cross references between objects in the main scene and the Set (e.g TrackTo actuator)
2008-06-13Some pose action ipo corruptions when using BGE, added some debug printf's ↵Campbell Barton
when copying to/from the same pose since it should never happen.
2008-06-04Fix BGE bug #13605: GameEngine corrupts Pose dataBenoit Bolsee
2008-05-24fix BGE bug #8646: unusable anaglyph settingsBenoit Bolsee
The best rules for stereo rendering are now applied to Blender. Here is the new situation: 1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game. 2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. Notes: - If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras. - If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect. - If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-05Fixed some indentation, I stumbled across (spaces vs tabs)Kent Mein
and also removed return 0 from a void stub. Kent
2008-05-04More compiler fixes for BLI_convertstringcode callsKen Hughes
2008-04-30fix BGE bug #8869: Added objects are not lit correctlyBenoit Bolsee
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-15fix BGE bug #8309: After Parent Object added to the visual layer, Child ↵Benoit Bolsee
Camera won't follow. This bug fix is made of two parts: 1) It's now possible to dynamically add a camera. 2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera. This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
2008-04-06Commit patch #8799: Realtime SetParent function in the BGEBenoit Bolsee
This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc. The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time. The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
2008-04-05Commit patch #2439: Mesh replacement in BGE will react properly to armature ↵Benoit Bolsee
deform Changing the mesh of an object that has a deform controller (armature) is now properly handled. The new mesh must have vertex groups matching the armature bones. In simple terms, the new mesh must deform correctly when you assign it to the object in Blender and you test the action. It will deform the same when you replace the object mesh during the game.
2008-03-24Commit patch #8724:Benoit Bolsee
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon material objects that are created. Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together with a single material). However, the number of materials that are created right now in the converter is much higher and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial) that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end of the game). For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-22Correction on BGE fixes:Benoit Bolsee
- check that an object has been created before setting the physics environment - check that there is an active camera before using it - when a camera is deleted, remove it from m_cameras list
2008-03-15New rayCastTo() python method for KX_GameObject: Benoit Bolsee
rayCastTo(other,dist,prop) Look towards another point/KX_GameObject and return first object hit within dist with a property that match prop, None if no object found or if it does not match prop. Parameters: other = 3-tuple (xyz coordinates) or object reference (target=center of object) (type = list [x,y,z] or object reference) dist = max distance of detection (can be negative => look behind) If 0 or omitted => detect up to other (type=float) prop = property name that object must have If empty or omitted => detect any object (type=string)
2008-03-13Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the ↵Benoit Bolsee
following limitations: 1. All Ipo channels are now independent. In Blender 2.45, all 3 Loc Ipo channels were automatically set together. For example, having just a LocX Ipo channel was sufficient to fix the X, Y and Z coordinates, with the Y and Z value taken from the object original Y and Z location in Blender. The same was true for the 3 Rot and the 3 Scale Ipo channels: the missing channels were assumed to have constant value taken from the object original orientation/scale in Blender. With this patch, all Ipo channels are now independent. THIS WILL CREATE BACKWARD COMPATIBILITY PROBLEM if you omit to define the 3 channels of a same type together in your Blend file: the undefined Loc, Rot, Scale coordinates of the object will be influenced by the parent/spawner Loc/Rot/Scale in case the object is a child or dynamically created. 2. Delta Loc, Rot, Scale are now supported with the following limitations: - The delta Loc/Rot Ipo modify the object global (NOT local) location/orientation - The delta Scale change the object local scale - The delta Ipo curves are relative to the object starting Loc/Rot/Scale when the Ipo was first activated; after that, the delta Ipo becomes global. This means that the object will return to this initial Loc/Rot/Scale when you later restart the Ipo curve, even if you had changed the object Loc/Rot/Scale in the meantime. Of course this applies only to the specific Loc/Rot/Scale coordinate that are defined in the Ipo channels as the channels are now independent. 3. When the objects are converted from Blender to the BGE, the delta Loc/Rot/Scale that might result from initial non-zero values in delta Ipo Curves will be ignored. However, as soon as the delta Ipo curve is activated, the non-zero values will be taken into account and the object will jump to the same Loc/Rot/Scale situation as in Blender. Note that delta Ipo curves with initial non-zero values is bad practice; logically, a delta Ipo curver should always start from 0. 4. If you define both a global and delta channel of the same type (LocX and DLocX), the result will be a global channel equivalent to the sum of the two channels (LocX+DLocX).
2008-03-10BGE memleak fixed: mesh/material not deleted when switching sceneBenoit Bolsee
2008-03-01Various mem leaks related to CValue reference count fixedBenoit Bolsee
2008-02-16patch 8235 8218 8211 added: various gameengine improvements, fixed windows ↵Benoit Bolsee
project files
2008-02-04merging game_engine branch changes into trunk, 2d-filters and opengl speedupHamed Zaghaghi
2007-11-28Blender interface code in Game Engine, who would that have thought!Ton Roosendaal
(this fixes compile error in GE)
2007-11-18Fix for multimodifier commit breaking game engine compile.Brecht Van Lommel
2007-11-062d Filters updated, now you can use custom filter and write your own GLSL ↵Hamed Zaghaghi
shader program to filter rendering result.
2007-10-232d-Filters feature and actuators.Hamed Zaghaghi
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!