Age | Commit message (Collapse) | Author |
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* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
* Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
* Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
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No need to cache this, creating it is quick.
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reported by Josiah Lane (solarlune).
BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
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original patch by me, with contribution from HG1 and Florian Völker
bug introduced in rev. 40113
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object which is out of the float range.
also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
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poly.getMaterialIndex() and poly vertex indexes
revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
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and bge.render.getMipmapping().
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fulscreening games via Python.
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now, with a 'resize' routine for the engine we can/should also recreate some
buffers that are created only at init time (e.g., 2d filters, dome fbos, ...).
This bug was always present in Blender (since 2.49 at least).
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
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* Also fixed some more cases of "more then" -> "more than".
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which was causing a sync event between the gpu and cpu. glReadPixels was always returning 0, so I removed it and set depth to be a constant 0.
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reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
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id's
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
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a Python dictionary with the same information as the on screen profiler.
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(char *) casts that aren't needed now we're on Python3.3
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not to confuse things.
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from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
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mingw.
also compiling without bullet needed a stub added.
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changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
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to include a few more that gcc is using too.
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Object->totcol can give a number higher than the number of materials, so I've added some NULL checks.
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conversion: getImageFromMaterial() --> getMTexFromMaterial()
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(BL_Action). It was kind of a fluke that they worked before.
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out the other channels. Problem reported by Dalai via IRC.
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actions" reported by Dalai. Now the multiple layers should also be working. When doing fcurve/IPO animations, the controllers are cleared as soon as the action is done and must be setup again every time the action is played.
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which can potentially cause problems with multiple scenes.
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actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
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reported by Angus Hollands (agoose77). If the walk directions canceled each other out, the actuator would try to normalize a zero vector, which caused the error.
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MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
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object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene.
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on Windows, it still doesn't play but it doesn't crash at least.
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* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
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You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
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negating.
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working correct" reported by HG1.
Looks like a vector needed to be inverted for the +X calculation.
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not work in the viewport nor do they work for Variance shadow maps.
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