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2008-08-23BGE state system improvement: the sensor with Level option enabled will ↵Benoit Bolsee
trigger the controller of a newly activated state, even if the sensor is already connected to an active state; new isTriggered() python function to determine which sensor triggered the current controller. Previously, this behaviour was available only for sensors that were not connected to any active state, which was forcing the game designer to duplicate sensors in some cases. For example the Always sensors used to initialize the states needed to be duplicated for each state. With this patch, a single Always sensor with Level option enabled will suffice to initialize all the states. A Python controller can determine which sensor did trigger with the new SCA_ISensor::isTriggered() function. Notes: - When a sensor with level option enabled is connected to multiple controllers, only those of newly activated states will be triggered. The controllers of already activated states will receive no trigger, unless the sensor internal state toggled, in which case all the controllers are triggered as always. - The old isPositive() function returns the internal state of the sensor, positive or negative; the new isTriggered() function returns 1 only for sensors that generated an event in the current frame.
2008-07-26BGE patch: support runtime duplication of groups. Adding an object with ↵Benoit Bolsee
Dupligroup option set will cause the group to be instantiated. No special actuator is needed for this feature, just put dupligroup objects in inactive layers and add them dynamically
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!
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
2005-04-18Patch: [ #2439 ] Makes objects react properly to deformations after a mesh ↵Kester Maddock
replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible.
2004-10-16Switch fixed time system. Logic updates should now happen at 30Hz, physics ↵Kester Maddock
at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont