Age | Commit message (Collapse) | Author |
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source/blender/freestyle
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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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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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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.
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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
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deleted (bad practice anyway). The actual deletion is now postponed until end of scene
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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.
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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.
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against crash if the source object is deleted (bad game design anyway)
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- 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
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ghost property
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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)
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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).
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