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2008-05-08soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for ↵Maxime Curioni
source/blender/freestyle
2008-05-08Fixing up the webplugin defines for the Makefiles.Kent Mein
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
2008-05-08Fix BGE bug #6054: Camera actuator crashes Blender. The crash occurs when ↵Benoit Bolsee
min,max << height (bad practice anyway).
2008-05-07BGE patch #10492 approved: getLinearVelocity() now can provide local ↵Benoit Bolsee
velocity as well. This patch is harmless and backward compatible; it can go safely into 2.46 release
2008-05-06Fixes Makefiles for mac_compat_glext.h by updating some include paths.Kent Mein
Kent
2008-05-05Fixed some indentation, I stumbled across (spaces vs tabs)Kent Mein
and also removed return 0 from a void stub. Kent
2008-05-05merge to 14689, Freestyle library changes, SConscript startMaxime Curioni
2008-05-05Fix BGE bug in patch #8724 (memory optimization): serious problem with alpha ↵Benoit Bolsee
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.
2008-05-04missed out on some BLI_convertstringcode's, also found that playing relative ↵Campbell Barton
quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
2008-05-04More compiler fixes for BLI_convertstringcode callsKen Hughes
2008-05-04More compiler fixes for BLI_convertstringcode callsJoshua Leung
2008-05-02BGE bug fix: set parent actuator change the orientation of objectBenoit Bolsee
2008-05-02Partially revert BGE bug fix #8863: don't send keyboard sensor positive ↵Benoit Bolsee
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
2008-05-02Fix BGE bug #8863: Keyboard Sensor does not send negative pulse if key ↵Benoit Bolsee
released while scene suspended. The fix covers keyboard and mouse sensor
2008-05-01Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during ↵Benoit Bolsee
the game.
2008-05-01Complement to bug fix #8869: crash with alpha meshBenoit Bolsee
2008-04-30fix BGE bug #8869: Added objects are not lit correctlyBenoit Bolsee
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.
2008-04-29getting ARB shaders working again in GE.Jean-Luc Peurière
This is is a kludge, and only to get a release working. later solution is to use glew
2008-04-27Update MSVC project files to support ffmpeg. Make sure you do svn update in ↵Benoit Bolsee
lib/windows to link with latest ffmpeg libraries
2008-04-27BGE bug: crash when an object being tracked-to is deleted (bad practice ↵Benoit Bolsee
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
2008-04-25BGE bug: fix a crash at game exit caused by inconsistent controller map ↵Benoit Bolsee
after object deletion. The bug became apparent since the memory leaks have been fixed.
2008-04-24Better fix for BGE bug #7892: dRot is reversed on dynamic objects. Make ↵Benoit Bolsee
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
2008-04-21second attempt to fix compilation problem with 2D shaders on systems without ↵Benoit Bolsee
GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code
2008-04-20BGE bug fix: crash at exit when object with Radar/Near sensor has debug ↵Benoit Bolsee
properties
2008-04-20fix BGE bug #8094: Collision sensor on child object makes the object rotate ↵Benoit Bolsee
or move very fast. Collision sensor can now be set on child object without side effect.
2008-04-19BGE: fix compilation error with 2D filters on System without GL extenstion: ↵Benoit Bolsee
add conditional compile statements
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16BGE: Fix restitution: object will now bounce according to material ↵Benoit Bolsee
restitution setting
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#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
2008-04-16replace magic numbers with constants for (G.vd->persp), view naming was also ↵Campbell Barton
using persp as a flag which worked but isnt correct.
2008-04-15BGE fix: keep reference count consist on source object when replicating ↵Benoit Bolsee
property copy actuator
2008-04-15fix BGE bug #8309: After Parent Object added to the visual layer, Child ↵Benoit Bolsee
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.
2008-04-13fix BGE bug #8880: blenderplayer closing when esc is pressed Benoit Bolsee
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.
2008-04-12fix BGE patch #7892: dRot motion is reversed on non-dynamic objectsBenoit Bolsee
Positive dRot motion actuator will now make the dynamic and non-dynamic objects rotate counter-clock wise.
2008-04-11fix BGE bug #8813: new rayCastTo() function hits near sensor collision boxBenoit Bolsee
2008-04-07add KX_GameObject::rayCastTo() PyDocBenoit Bolsee
2008-04-06Removed my own patch #8208: export SCA_ISensor::Evaluate() to Python. It was ↵Benoit Bolsee
only useful for the ray sensor and the new rayCastTo() function provides better functionality
2008-04-06Commit patch #8799: Realtime SetParent function in the BGEBenoit Bolsee
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.
2008-04-06Patch #8740: enable negative axis radar sensorBenoit Bolsee
2008-04-05Commit patch #2439: Mesh replacement in BGE will react properly to armature ↵Benoit Bolsee
deform Changing the mesh of an object that has a deform controller (armature) is now properly handled. The new mesh must have vertex groups matching the armature bones. In simple terms, the new mesh must deform correctly when you assign it to the object in Blender and you test the action. It will deform the same when you replace the object mesh during the game.
2008-04-05BGE bug [#4839] fixed: joystick keeps working after an overlay scene is removedBenoit Bolsee
2008-04-02This commit reverts the #include <mesa/glu.h>Kent Mein
stuff used for peach to the standard <GL/glu.h> the mesa stuff was needed for the machines for peach but its not the stanard location of the headers, now that its not needed were switching it back. Kent
2008-04-02Fix BGE bug: BGE will crash if objects with display debug property is ↵Benoit Bolsee
deleted (bad practice anyway). The actual deletion is now postponed until end of scene
2008-03-30== bugfix ==Andrea Weikert
fix for [#6950] Blender crashes when .blog file top line is 160 characters or more - made sure BLI_convertstringcode doesn't return more than 240 chars - went through all callers and fixed places where string passed to BLI_convertstringcode was too short - TODO: look into increasing sample->name and sound->name too, I prevented crashes, but filename might get shortened.
2008-03-24Commit patch #8724:Benoit Bolsee
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon material objects that are created. Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together with a single material). However, the number of materials that are created right now in the converter is much higher and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial) that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end of the game). For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-22BGE correction: AddRef() on source object of property actuator to protect ↵Benoit Bolsee
against crash if the source object is deleted (bad game design anyway)
2008-03-22Correction on BGE fixes:Benoit Bolsee
- check that an object has been created before setting the physics environment - check that there is an active camera before using it - when a camera is deleted, remove it from m_cameras list
2008-03-15BGE fix: ghost objects created with AddObject actuator will retain their ↵Benoit Bolsee
ghost property
2008-03-15New rayCastTo() python method for KX_GameObject: Benoit Bolsee
rayCastTo(other,dist,prop) Look towards another point/KX_GameObject and return first object hit within dist with a property that match prop, None if no object found or if it does not match prop. Parameters: other = 3-tuple (xyz coordinates) or object reference (target=center of object) (type = list [x,y,z] or object reference) dist = max distance of detection (can be negative => look behind) If 0 or omitted => detect up to other (type=float) prop = property name that object must have If empty or omitted => detect any object (type=string)
2008-03-13Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the ↵Benoit Bolsee
following limitations: 1. All Ipo channels are now independent. In Blender 2.45, all 3 Loc Ipo channels were automatically set together. For example, having just a LocX Ipo channel was sufficient to fix the X, Y and Z coordinates, with the Y and Z value taken from the object original Y and Z location in Blender. The same was true for the 3 Rot and the 3 Scale Ipo channels: the missing channels were assumed to have constant value taken from the object original orientation/scale in Blender. With this patch, all Ipo channels are now independent. THIS WILL CREATE BACKWARD COMPATIBILITY PROBLEM if you omit to define the 3 channels of a same type together in your Blend file: the undefined Loc, Rot, Scale coordinates of the object will be influenced by the parent/spawner Loc/Rot/Scale in case the object is a child or dynamically created. 2. Delta Loc, Rot, Scale are now supported with the following limitations: - The delta Loc/Rot Ipo modify the object global (NOT local) location/orientation - The delta Scale change the object local scale - The delta Ipo curves are relative to the object starting Loc/Rot/Scale when the Ipo was first activated; after that, the delta Ipo becomes global. This means that the object will return to this initial Loc/Rot/Scale when you later restart the Ipo curve, even if you had changed the object Loc/Rot/Scale in the meantime. Of course this applies only to the specific Loc/Rot/Scale coordinate that are defined in the Ipo channels as the channels are now independent. 3. When the objects are converted from Blender to the BGE, the delta Loc/Rot/Scale that might result from initial non-zero values in delta Ipo Curves will be ignored. However, as soon as the delta Ipo curve is activated, the non-zero values will be taken into account and the object will jump to the same Loc/Rot/Scale situation as in Blender. Note that delta Ipo curves with initial non-zero values is bad practice; logically, a delta Ipo curver should always start from 0. 4. If you define both a global and delta channel of the same type (LocX and DLocX), the result will be a global channel equivalent to the sum of the two channels (LocX+DLocX).