Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Blender)
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game script
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The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting.
Notes:
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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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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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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operating systems
Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer.
Fix the game actuator in the BlenderPlayer to work like in Blender:
- try first to load the .blend from the current working directory
- if not found, try to load from the startup .blend or runtime base directory
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Now you can do one of the following to disable it:
export NAN_NO_PLUGIN=true
export WITH_BF_WEBPLUGIN=false
or
export WITH_BF_WEBPLUGIN=true to enable building it.
(Its set to false by default)
Kent
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min,max << height (bad practice anyway).
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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velocity as well. This patch is harmless and backward compatible; it can go safely into 2.46 release
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Kent
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and also removed return 0 from a void stub.
Kent
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texture when Use Blender Material is active and several objects have same texture. This bug messes up greatly with OpenGL texture. The GE is not usable without this fix.
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quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
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pulse on level, this would badly interfere with keyboard sensors controlling set scene/restart scene actuators. Only send negative pulse on level to stop actuators after scene suspend
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released while scene suspended. The fix covers keyboard and mouse sensor
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the game.
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The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
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This is is a kludge, and only to get a release
working. later solution is to use glew
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lib/windows to link with latest ffmpeg libraries
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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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after object deletion. The bug became apparent since the memory leaks have been fixed.
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sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
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GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code
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properties
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or move very fast. Collision sensor can now be set on child object without side effect.
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add conditional compile statements
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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restitution setting
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[#7113] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent
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using persp as a flag which worked but isnt correct.
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property copy actuator
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Camera won't follow.
This bug fix is made of two parts:
1) It's now possible to dynamically add a camera.
2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera.
This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
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ESC now quits the game by default in all modes unless a keyboard sensor is set on ESC.
In this case, the game designer must arrange for an alternative way to quit the game.
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Positive dRot motion actuator will now make the dynamic and non-dynamic objects rotate counter-clock wise.
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only useful for the ray sensor and the new rayCastTo() function provides better functionality
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This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc.
The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time.
The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
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