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2014-05-05Fix T39928: Blender crash/freeze when game engine is started with animation ↵Mitchell Stokes
played directly on camera object with parents. Updating object IPOs is not currently thread-safe since it also updates children. This leads to problems when parents and children are both animated. For now, updating object IPOs is done in its own loop to avoid threading issues.
2014-04-07BGE: Multi-threading animation updates and skinning.Mitchell Stokes
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
2013-08-15BGE: Finally adding support for additive layer blending.Mitchell Stokes
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-05-13Fix #35329: action actuator crash with replacemesh, pointers got outdated.Brecht Van Lommel
No need to cache this, creating it is quick.
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-08-17BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which ↵Mitchell Stokes
means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
2011-08-08BGE Animations: Various compatibility fixes:Mitchell Stokes
* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area. * Continuous works a lot better. * BL_Action::SetFrame() should work a little smoother.
2011-07-07BGE Animations: Removing unused code and adding some more comments.Mitchell Stokes
2011-07-05BGE Animations: Various fixes and bits of cleanup to get the action actuator ↵Mitchell Stokes
to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-05BGE Animations: Updating some copy+pasted license blocks.Mitchell Stokes
2011-07-05BGE Animations: Adding preliminary support for blend shape actions on ↵Mitchell Stokes
different layers. This, and shape action blending in general still require more work though.
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-29BGE Animations: Moving the BL_Action::IsDone() implementation from the ↵Mitchell Stokes
header file to the source file.
2011-06-29BGE Animations: Fixing a bug with priority and non continuous animations.Mitchell Stokes
2011-06-29BGE Animations: Adding blendin for Shape Actions.Mitchell Stokes
2011-06-24BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. ↵Mitchell Stokes
This should smooth out things like setActionFrame().
2011-06-24BGE Animations: Adding the concept of priority back. Priority is handled on ↵Mitchell Stokes
a per layer basis.
2011-06-16BGE Animations: Adding the ipo flag options to the action actuator. This ↵Mitchell Stokes
still needs more testing.
2011-06-11BGE Animations:Mitchell Stokes
* Adding BL_Action::Play() and BL_Action::Stop() * Making BL_ActonManger reuse BL_Actions instead of recreating them all the time * Making the Property play type work for the Action actuator.
2011-06-01BGE Animations: Reimplemented the continuous function of the action actuator.Mitchell Stokes
* To do this, I've added Get/SetFrame() functions. * I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-05-28BGE Animation:Mitchell Stokes
* Adding IPOs to BL_Action * Adding a "speed" option to adjust the playback speed by some factor
2011-05-27Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gccMitchell Stokes