Age | Commit message (Collapse) | Author |
|
api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject:
* KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned
* KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
|
|
|
|
call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
|
|
|
|
|
|
|
|
|
|
|
|
and looks like -fpermissive is used in linux too
|
|
to ints. All cases found were harmless and the error behaviour could be turned off by the -fpermissive flag but I'd rather keep that off to detect any real problems should they arise.
|
|
build:
http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download
Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them.
This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64.
Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup).
Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW.
The wiki docs have also updated. Happy testing!
|
|
|
|
|
|
|
|
everywhere.
|
|
|
|
|
|
also remove large, duplicate comments from sunsky.h
|
|
|
|
|
|
revisions: 38166,38167,38177,38179,38180,38187,38242
To be implemented after merge:
1) add pydocs(rst) for the video texture new defines
2) see if a NodeSetLocalMatrix would fit well
#43439 by kupoman
Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code
#38242 by kupoman
Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk
#38187 by kupoman
Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject.
#38180 by kupoman
The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information.
#38179 by kupoman
Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling.
#38177 by kupoman
Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself.
#38167 by kupoman
Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations.
#38166 by kupoman
Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
|
|
functional changes)
|
|
PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
|
|
(fixes m_animatedlist crashes) and some whitespace issues with KX_GameObject::GetActionManager().
|
|
https://svn.blender.org/svnroot/bf-blender/trunk/blender
|
|
This makes scenes with a lot of non-animated objects faster. In my test scene with 8000 static, non-animated cubes my time spent on animations went from 1.5~1.7ms to 0.001ms.
|
|
|
|
|
|
integer when it should have been a float. I've fixed this and converted the tabs in the new BGE animation docs to space. I have also added more info on return types for KX_GameObject.getActionFrame() and KX_GameObject.isPlayingAction().
|
|
* Subversion bump (also for init_userdef_do_versions).
* Minor fix for compilation without ffmpeg.
|
|
|
|
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.
|
|
* 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.
|
|
|
|
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
* Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
* Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
* Fixed a few newline issues.
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
be a float, not a short.
|
|
SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time.
|
|
a per layer basis.
|
|
still needs more testing.
|
|
they need one.
|
|
* 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.
|
|
* 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.
|