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2013-07-24BGE fix [#21488] Pumpkin in Gamekit Tutorial flips upside downDaniel Stokes
A reference was being grabbed when a copy was wanted.
2013-07-23bge: de-duplicate cleanup code for empty mesh error caseCampbell Barton
2013-07-20Bge fix [#33016] Blender crashes when I start the game engineDaniel Stokes
Caused by a bit of a disconnect from the BGE mesh and BMesh.
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-05-30split bge includes for scons onto their own lines (for easier merging)Campbell Barton
2013-04-25game engine: Use bullet's default contact processing thesholdSergej Reich
Blender's old default of 1 was too small here. Now we don't override the default. If it's really needed to use a smaller value here, the property should be first exposed in the ui, but don't think this is necessary. Fixes [#35076] Dynamic objects have periodic glitch in velocity when on an incline
2013-04-12code cleanup: warnings and style.Campbell Barton
2013-04-11code cleanup: unused vars, make other vars static.Campbell Barton
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-24fix for struct definition building with msvc2008 and some style cleanup.Campbell Barton
2013-03-07bullet: Update to current svn, r2636Sergej Reich
Apply patches in patches directory, remove patches that were applied upstream. If you made changes without adding a patch, please check. Fixes [#32233] exporting bullet format results in corrupt files.
2013-02-22fixing typo in include (report and patch by Jochen Schmitt)Dalai Felinto
2013-02-22game engine: Revert to using regular gimpact for mesh shapesSergej Reich
This reverts part of r53019. While the compound shape trick works well in some cases, overall it's much slower and even causes crashes under certain conditions. We could make this and option and fix the crashes, but it's better to implement convex decomposition anyway so just reverting for now. Fixes [#34353] Ray cast on Triangle mesh bounded Rigid Body Object causes blender crash to desktop without error.
2013-02-21BGE cleanup: Removing the PHY__Vector classes and replacing them with ↵Mitchell Stokes
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.
2013-02-09BGE: Fix to make KX_CharacterWrapper.jumpCount work a bit smoother. ↵Mitchell Stokes
Previously jumpCount was only getting reset to 0 if the character was on the ground while jump() was being called. This works alright internally for double jumping, but it made things awkward if a user wanted to check jumpCount before calling jump() (i.e., before jumpCount was updated).
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* 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
2013-01-23make bullet optional againCampbell Barton
2013-01-03add option WITH_SYSTEM_BULLET to link against the bullet installation found ↵Campbell Barton
on the system. Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream. However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
2012-12-29BGE: Adding a jumpCount to KX_CharacterWrapper. This can be used to have ↵Mitchell Stokes
different logic for a single jump versus a double jump. For example, a different animation for the second jump.
2012-12-26BGE: Don't set the character controller's gravity when creating the ↵Mitchell Stokes
controller. The default from Bullet works much better than what we were using.
2012-12-26BGE: Adding a maxJumps to the character controller to adjust how many jumps ↵Mitchell Stokes
a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-15Hi there, it has been a while, just curious if my SVN account still works :)Erwin Coumans
This commit is an attempt to improve collisions between moving Bullet rigid bodies using (concave) triangle mesh bounds. Instead of using Gimpact, this we create a btCompoundShape with child shape tetrahedra derived from the surface triangles. For each triangle, we add a fourth vertex using the centroid, shifting inwards using the triangle normal. If the centroid hits an internal triangle, we stop. The default depth could be exposed as 'advanced' setting in the user interface. This solution will be a slower than the original/gimpact solution, but a bit more reliable. In the future, it is better to add HACD, convex decomposition to Blender, for moving concave meshes. See http://kmamou.blogspot.com and the Bullet SDK's Demos/ConvexDecompositionDemo.
2012-11-26fix [#33303] face selection masking for painting does not work with mesh ↵Campbell Barton
with n-gon caused by own change to how origindex is used, now if mpoly's CD_ORIGINDEX array is missing its assumes that its the original mpoly array.
2012-11-05BGE: This patch adds a character wrapper (similar to the already implemented ↵Mitchell Stokes
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).
2012-10-30code cleanup: remove unused transform snapping code (only use the BVH ↵Campbell Barton
accelerated version now). and quiet narrowing conversion warning between signed/unsigned int.
2012-10-30remove CD_POLYINDEX customdata layer:Campbell Barton
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.
2012-10-30BGE: Adding support for Bullet's collision masks. Each object now has a ↵Mitchell Stokes
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.
2012-10-22style cleanupCampbell Barton
2012-10-20style cleanupCampbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
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).
2012-10-07BGE: When applying movement to an object with the Character physics type, ↵Mitchell Stokes
use the btKinematicCharacterController's setWalkDirection() instead of moving the physics object ourselves. This reduces issues with tunneling (the character going through other objects).
2012-09-16style cleanupCampbell Barton
2012-08-08Accidentally did a commit when I wanted to revert... (ignore my last revision)Mitchell Stokes
2012-08-08(no commit message)Mitchell Stokes
2012-08-06Fix for [#32270] "Removing a Character object from the scene causes a ↵Mitchell Stokes
crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
2012-08-01game engine: Fix CcdPhysicsEnvironment functions that accessed m_solverInfoSergej Reich
The functions had no effect because m_solverInfo wasn't used anywhere. Now we get the solver info from the dynamics world directly instead of using our own copy.
2012-07-29BGE: Fixing a memory leaked caused by the character controller ↵Mitchell Stokes
(CcdPhysicsController::m_characterController was not getting freed).
2012-07-26Fix for [#32185] "Incorrect physics for LibLoaded dupligroups" reported by ↵Mitchell Stokes
Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects.
2012-07-10Fix for a crash caused by ReplaceMesh changing an objects physics shape. ↵Mitchell Stokes
CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh. Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
2012-07-09As a response to issue [#28483] "Enable/Disable Rigid Body actuator do ↵Mitchell Stokes
nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
2012-07-09Fixing a memory leak when using Bullet's btGImpactMeshShape for triangle ↵Mitchell Stokes
meshes (e.g., rigid bodies). The physic controller's free was only handling the case where regular triangle meshes were used.
2012-07-09Fixing a memory leak introduced by the Character Physics type patch: a new ↵Mitchell Stokes
btGhostPairCallback was being created, but never freed.
2012-07-08Fix for [#31701] "radar causes collision" reported by Markus Rietz (afeature).Mitchell Stokes
The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-17style cleanup:Campbell Barton
also fix for building ghost test and fix double free in one of the tests