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2014-10-11Fix another crash with Navigation mesh.Benoit Bolsee
Navigation mesh object need to access the current scene at creation time. This can be at scene start or when an object is instantiated from an inactive layer. The method of getting the scene differs in these cases. This fix handles both.
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-02Cleanup: indentationCampbell Barton
2014-09-23Fix T41259: Objects parented to non-armature objects cannot play shape ↵Mitchell Stokes
actions in the BGE
2014-08-23gameengine: fix T41272 - KX_Light.color returns wrong valuesInes Almeida
2014-08-23BGE: fix crash and return boolean on scene.replace()Benoit Bolsee
Scene replacement with invalid scene name was crashing blender, now it's a no-op. KS_Scene.replace() to return a boolean to indicate if the scene is valid and is scheduled for replacement. This allows more robust game management.
2014-08-11Fix T40766: Startup fails with UnicodeDecodeError on WindowsCampbell Barton
2014-08-10BGE: fix a bug causing frequent crash on scene restart with navmesh.Benoit Bolsee
2014-08-09BGE: Fix bug with Steering Actuator Python API.Benoit Bolsee
It was not possible to set the navmesh attribute from Python due to a double bug.
2014-08-08BGE: move macro body into a function to reduce code-sizeCampbell Barton
2014-08-08Quiet reorder warningCampbell Barton
2014-07-29BGE: Constraint wrapper fix.HG1
1. This patch fix the KX_ConstraintWrapper documentation (radian instead of degrees). 2. It also adds the missing GENERIC_6DOF_CONSTRAINT constant. Reviewers: dfelinto Reviewed By: dfelinto Differential Revision: https://developer.blender.org/D672
2014-07-29Fix T41204 Python KX_lightObject.distance bug by Jon Szabo (thatonejonguy)Dalai Felinto
Reviewers: dfelinto Subscribers: thatonejonguy Projects: #game_engine Differential Revision: https://developer.blender.org/D689
2014-07-21CleanupCampbell Barton
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-07-18BGE: Add property/material detection and X-Ray for mouse over any sensorMitchell Stokes
This patch adds a Property/Material detection and a X-Ray mode to the mouse over any sensor like on the ray sensor. Proposal: http://blenderartists.org/forum/showthread.php?261847-BGE-proposal-Mouse-Over-Any-sensor-with-Property-and-X-Ray&highlight=proposal Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D653
2014-07-18BGE: Add missing documentation and attribute constraint_type for ↵HG1
ConstraintWrapper 1. Add attribute to get the constraint type. 2. Add missing documentation for getParent, setParam, constraint_id in bge.types.KX_ConstraintWrapper.rst. 3. Add missing documentation for GENERIC_6DOF_CONSTRAINT and flag bit in bge.constraints.rst. 4. Fix typo in CcdPhysicsEnvironment.cpp Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D654
2014-07-16Fix T40146: BGE Compound parent crashMitchell Stokes
2014-07-15Fix T41074: Several Mouse Look actuators not working well together when ↵Mitchell Stokes
reset button are set in one or several of them Fix provided by lordloki (Jorge Bernal)
2014-07-15BGE: TrackTo actuator: increasing up & track axis optionsJorge Bernal
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review. With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis. Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library. The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator). Test file is here: {F97623} I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator: {F91992} {F91990} Reviewers: moguri, dfelinto Reviewed By: moguri CC: Genome36 Differential Revision: https://developer.blender.org/D565
2014-07-12BGE debug API and actuatorHG1
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization. It also adds a new debug actuator, which allows to control the same functions. This patch is a updated version of T33701. Thread on Blenderartists: http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018 Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D635
2014-07-11Fix T40257: Frustum culling not working properlyMitchell Stokes
This is mostly the same fix as before, but now code depending on culling checks is executed after KX_Scene->CalculateVisibleMeshes(). As a side-effect, LoD checks and animation culling now use the current frame's culling information rather than the previous frame's.
2014-07-10Revert "Fix T40257: Frustum culling not working properly"Mitchell Stokes
This reverts commit 978dba4616852e0b94374f2ae56934049d9b3669. The change still doesn't provide accurate culling information, and actually breaks animation culling.
2014-07-07BGE: Fix for applyImpulse functionJorge Bernal
This is related to task T29419. Credit also goes to Goran Milovanovic (goran) for proposing an initial fix for this issue. The issue is the current behavior of applyImpulse doesn't match the behavior described in the documentation as instead of a impulse point in world coordinates, it seems to require a coordinate in a local space. Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc) as it doesn't allow to choose in which space (local or global) the impulse is applied. Now, we have the following function: applyImpulse(point, impulse, local=False) being "point" the point to apply the impulse to (in world or local coordinates). When local is False will have both point and impulse in World space and when local is True will have point and impulse in local space. Reviewers: moguri, dfelinto, brita_ Reviewed By: moguri Differential Revision: https://developer.blender.org/D567
2014-07-03Fix T40923: An error from a python controller on a LibFreed object causes a ↵Mitchell Stokes
crash
2014-07-03Fix T40912: Collision Callbacks Don't Work if Set DirectlyMitchell Stokes
2014-07-01Fix T40257: Frustum culling not working properlyMitchell Stokes
Adding a hack so that KX_GameObjects' culling status is updated based on mesh slots.
2014-07-01Python: remove redundant castsCampbell Barton
2014-06-26BGE: New Mouse ActuatorJorge Bernal
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes. This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE. The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls. {F94520} {F91859} Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920} Reviewers: moguri Reviewed By: moguri CC: gomer, lordodin Differential Revision: https://developer.blender.org/D559
2014-06-20Fix T40697: Skinned meshes with shapekeys crashing in the BGEMitchell Stokes
2014-06-17Fix T40620: BGE Python - Ray sensor has wrong axis constantsCampbell Barton
2014-06-17Fix for bad NULL checkCampbell Barton
2014-06-17Support for building without PythonCampbell Barton
2014-06-17BGE: New Property sensor evaluation typesJorge Bernal
This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor. The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property Also, I have attached a screenshot and a blend to check. Reviewers: dfelinto, moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D476
2014-05-30Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.IRIE Shinsuke
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
2014-05-28Fix 40343: Using replace mesh (e.g., LODs) on a skinned mesh crashes.Mitchell Stokes
Need to use parent->AddRef() in a few places.
2014-05-28BGE: Accidentally committed some debug code in 8dafbe.Mitchell Stokes
2014-05-28BGE cleanup: Removing some potential memory leaks from KX_NavMeshObject when ↵Mitchell Stokes
it fails to build a navmesh.
2014-05-28BGE cleanup: Remove unused KX_TrackToActuator::m_tracktime member.Mitchell Stokes
2014-05-27Fix T40344: Levels of Detail not smooth with Armature ModifierMitchell Stokes
Due to skinning changes for multi-threaded animations, the LOD check was being done after skinning. Now the LOD check is run before animations. This means the culling information is a frame old, but this should be fine.
2014-05-20BGE cleanup: Removing the unused KX_Scene::UpdateMeshTransformations() function.Mitchell Stokes
2014-05-15Fix T40182: Crash when using KX_GameObject.rayCast/rayCastTo().Mitchell Stokes
Missed another parent->release().
2014-05-14BGE: Fixing some NavMesh memory leaks.Mitchell Stokes
2014-05-13Fix T40111: replaceMesh() crashes BGE when used on a parented objectMitchell Stokes
The replace mesh code was still calling release() on the parent object when it no longer needed to (due to earlier commits).
2014-05-10BGE: Fixing shape key animations on meshes with no armature.Mitchell Stokes
Their transverts were not being updated after code changes for multi-threaded skinning.
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.
2014-05-02Fix T35552: LibLoading objects with Collision sensors gives an errorMitchell Stokes
The collision sensors were not being properly unregistered from the physics system before they were merged into the current scene.
2014-05-02BGE cleanup: Removing the unused SCA_EventManager::Replace_PhysicsScene().Mitchell Stokes
2014-05-01BGE cleanup: KX_GameObject::GetParent() no longer increases the object's ↵Mitchell Stokes
refcount. I'm not sure why this function ever increased the object's refcount. Any place in the code that calls KX_GameObject::GetParent() has to turn around and call parent->Release(). Forgetting to call Release() was a common cause of memory leaks (in fact, KX_SteeringActuator was probably leaking). If the refcount needs to be increased, the calling code can handle calling AddRef().