Age | Commit message (Collapse) | Author |
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Sensor" reported by Martin Felke (scorpion81).
Apparently, not all objects have physics controllers, so now we do a NULL check in KX_ObjectActuator.
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Replacing AUD_Reference with boost::shared_ptr.
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vehicle wrapper) to control character physics options. Currently supported options are:
* jump() -- causes the character to jump
* onGround -- specifies whether or not the character is on the ground
* gravity -- controls the "gravity" that the character physics uses for the character
More options could be added (such as jump speed, step height, make fall speed, max slope, etc).
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simple motion actuator" reported by Jared Smith (jsmithketchup). Characters no longer use a simple translation change for ApplyMovement(), they instead delegate to the character controller's setWalkDirection(). The motion actuator now sets this to (0, 0, 0) on a negative pulse.
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Hollands (agoose77). This patch adds a headers for the profiling information and for the debug properties so they are no longer jumbled together. It also modifies how debug properties are displayed; changes "swap" to "Frametime"; and changes the display from seconds to ms, which is much more useful.
In addition to this patch, I've also modified the precision of the numbers displayed in the profiling information to make things a little cleaner.
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reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer
for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).
as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
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collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
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also left bmesh decimator on in previous commit.
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cleanup and remove unused define.
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had a typo too.
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* group -> group_parent
* members -> group_children
so its more clear what direction the relationship is.
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from Jay Parker (battery)
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viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
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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
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been), add extra gcc warnings to cmake.
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collision) could cause various physics problems (like infinite loops in Bullet, etc). This happened because their KX_TouchEventManagers were merged prior to having their physics controllers merged, which has now been fixed. Thanks to Kupoman for hunting down the fix!
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BGE to not use RNA (use lower level BKE/BLI funcs instead)
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
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BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
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import bge.render as render
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Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
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KX_Scene.active_camera when there is no camera in the scene.
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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