Age | Commit message (Collapse) | Author |
|
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
|
|
Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never
automatically cleaned up, and can end being quite big when used by Blender, especially when we have
to store per-process data (using getpid() in file names).
To address this, this patch:
* Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path),
the other is a mkdtemp-generated sub-dir, specific to each Blender instance.
* Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always
reuse the same filename (quit.blend...) or generate small file (crash reports...).
* Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option).
* Erases temp sub-dir on quit or crash.
To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows.
Note that, as in current code, the 'recover render result' hack-feature that was possible
with SaveBuffer option is still removed. A real renderresult cache feature will be added
soon, though.
Reviewers: campbellbarton, brecht, sergey
Reviewed By: campbellbarton, sergey
CC: sergey
Differential Revision: https://developer.blender.org/D531
|
|
|
|
|
|
|
|
|
|
This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor.
The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property
Also, I have attached a screenshot and a blend to check.
Reviewers: dfelinto, moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D476
|
|
The replace mesh actuator was reconverting the mesh data which causes
conflicts with the LoD code. Instead, we just look for an already
converted mesh, which should already be in the scene.
|
|
|
|
Using layer visibility in active render layer makes more accurate
preview but can cause problems in some cases:
https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1
GLSL lamps now ignore layer visibility if lock_camera_and_layers is
OFF or game engine is running. The material lamp group still works
unconditionally though.
|
|
Need to use parent->AddRef() in a few places.
|
|
|
|
it fails to build a navmesh.
|
|
|
|
Due to skinning changes for multi-threaded animations, the LOD check was
being done after skinning. Now the LOD check is run before animations.
This means the culling information is a frame old, but this should be
fine.
|
|
This information only really seems to be for helping developers track
down bugs, and isn't really something the user needs. So, lets not spam
their console.
|
|
|
|
The Bullet 2.82 update uses a different method for ray casting that
seems incompatible with our older files. So, for now we just force the
vehicle physics to use the older ray casting method.
|
|
bounds types.
This prevents older files from breaking.
|
|
pointers in the rasterizer.
|
|
Missed another parent->release().
|
|
|
|
LibNew() calls)
|
|
|
|
The shadow render passes could set a mesh's modified status to false
even if they were not rendered. This means their display lists do not
get updated. For now, just skip setting all buckets' modified to false
during shadow render passes.
|
|
The replace mesh code was still calling release() on the parent object when it
no longer needed to (due to earlier commits).
|
|
|
|
Their transverts were not being updated after code changes for
multi-threaded skinning.
|
|
|
|
|
|
This patch removes the limitations on the number of action layers in the BGE.
BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API.
Task Discussion:
https://developer.blender.org/T39572
Author: Kevin Ednalino
Reviewers: moguri
Differential Revision: https://developer.blender.org/D491
|
|
played directly on camera object with parents.
Updating object IPOs is not currently thread-safe since it also updates
children. This leads to problems when parents and children are both
animated. For now, updating object IPOs is done in its own loop to avoid
threading issues.
|
|
The collision sensors were not being properly unregistered from the
physics system before they were merged into the current scene.
|
|
|
|
|
|
These includes are now with the rest of the includes instead of in the
middle of the file. This should also help building on OS X.
|
|
LibNew now searchs dynamic (i.e., LibLoaded) mains instead of just the current main.
|
|
refcount.
I'm not sure why this function ever increased the object's refcount. Any
place in the code that calls KX_GameObject::GetParent() has to turn
around and call parent->Release(). Forgetting to call Release() was a
common cause of memory leaks (in fact, KX_SteeringActuator was probably
leaking). If the refcount needs to be increased, the calling code can
handle calling AddRef().
|
|
windows on MinGW
|
|
|
|
|
|
|
|
|
|
to PHY_IPhysicsController
This was the last item in KX_ConvertPhysicsObject. Therefore,
KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been
removed.
|
|
The current physics conversion code was moved from
KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
|
|
* Moving the BlenderDebugDraw (derived from btIDebugDraw) from
KX_BlenderSceneConverter to CcdPhysicsEnvironment
* Moving CcdPhysicsEnvironment initialization to CcdPhysicsEnvironment
(this could probably be cleaned up some more with some sort of
factory, or at least moving code to CcdPhysicsEnvironment's
constructor)
* Simplifying physics environment initialization (went from two
switches to one)
|
|
Instead, it now relies more on our physics abstractions (e.g.,
PHY_IPhysicsEnvironment).
|
|
|
|
and buffer shadows.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
|
|
KX_ConvertPhysicsObjects.cpp that were used to get bounds information
Now we just use BKE_object_boundbox_get().
|