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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.
2015-10-19BGE: Fix T46381 : last action frame not updated.Porteries Tristan
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object). But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b38287cb75e4d22b30bdbc7f47e8eb3fdf and implement a mutex in BL_Action::Update. Example file : {F245823} Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren Reviewed By: youle, moguri, sybren Maniphest Tasks: T39928, T46381 Differential Revision: https://developer.blender.org/D1562
2015-10-07Fix for T41536: 2.71 getActionFrame no longer returns frames accuratelyMitchell Stokes
We now keep actions around when they are finished playing so scripts can still get access to information such as the current frame. Playing a new action in the same layer still overwrites the previous action as before this commit. Using an explicit KX_GameObject.stopAction() will free the memory. The action is also freed when the KX_GameObject is freed as before.
2015-08-04BGE: Added getActionName() function to KX_GameObject()Mateo de Mayo
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing. Example: ``` import bge own = bge.logic.getCurrentController().owner own.playAction("SomeAction",0,20) print(own.getActionName()) ``` >> SomeAction Here is an example file, just open the blend file with the terminal opened and press P, you can see how the current animation is being printed: {F217484} Reviewers: moguri, hg1, panzergame, campbellbarton Reviewed By: panzergame Subscribers: campbellbarton, hg1, #game_engine Projects: #game_engine Differential Revision: https://developer.blender.org/D1443
2015-07-01BGE: Fix T44069 playing action during libfree.Porteries Tristan
2015-06-22BGE: Fix T45110, T44174, armature animations update and mirror render.Porteries Tristan
Reveiwers:Moguri, Matpi, youle
2015-01-21Cleanup: styleCampbell Barton
2014-05-08BGE: Dynamically-allocated action layersMitchell Stokes
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
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.
2013-08-19Fix build with GE and WITH_CXX_GUARDEDALLOC enabled…Bastien Montagne
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.
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
2011-08-16BGE Animations: Increasing the max layer count to 8 as per a user request. ↵Mitchell Stokes
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.
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.
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-29BGE Animations: Fixing a bug with priority and non continuous animations.Mitchell Stokes
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.
2011-06-01BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:Mitchell Stokes
BL_ActionManager: * IsActionDone(short layer) - Checks to see if the animation on the given layer has finished. KX_GameObject: * PlayAction(...) - Adds an action to the object's action manager * StopAction(short layer) - Remove an action from the object's action manager * IsActionDone(short layer) - Check if an action has finished playing
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