Age | Commit message (Collapse) | Author |
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and a missing reference count in the trackto actuator. This
showed up as leaked pose data, but actually the whole object
was not being freed.
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generalize protection against object deletion for all actuators that point to objects.
Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.
The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
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same location, which I have had happen a few times while testing.
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Vertex Parent. This is only a partial fix: the user must put the parent vertex at the center of the parent object and disable the physics on the tracking object (use empty or collision free object).
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anyway). Fix by creating a generic cross reference between actuators (only TrackTo uses it at the moment) and objects so that the actuator is informed when the target object is deleted
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.
(perhaps some better UI in the future?)
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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).
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Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene. If the actuator target is always set from Python, this could be annoying.
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getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
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char* - makes using these methods much nicer.
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
added to these files.
Kent
--
mein@cs.umn.edu
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