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2010-02-15[#21023] 2 Dynamic loading patches (one bugfix, one feature)Campbell Barton
patch from Mitchell Stokes (moguri), only the bugfix part for now.
2010-02-12correct fsf addressCampbell Barton
2010-02-12BGE: linear velocity and angular velocity are attributes nowDalai Felinto
... what lead me to wonder if we should remove obj.setAngularVelocity, obj.setLinearVelocity, obj.getLinearVelocity and obj.getAngularVelocity. * this was so Copy and Paste ... anyways tests are welcome (I never used those methods in python myself).
2010-02-11BGE API DOC update - scene add/restart/end. patch by GomerDalai Felinto
2010-02-082.5 Audio:Joerg Mueller
- recode of the whole sequencer audio handling - encode audio flag removed, instead you choose None as audio codec, added None for video codec too - ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav - sequencer wave drawing - volume animation (now also working when mixing down to a file!) - made sequencer strip position and length values unanimatable
2010-02-07BGE: add audio/video synchronization capability to VideoTextureBenoit Bolsee
Add optional parameter to VideoTexture.Texture refresh() method to specify timestamp (in seconds from start of movie) of the frame to be loaded. This value is passed down to image source and for VideoFFmpeg source, it is used instead of current time to load the frame from the video file. When combined with an audio actuator, it can be used to synchronize the sound and the image: specify the same video file in the sound actuator and use the KX_SoundActuator time attribute as timestamp to refresh: the frame corresponding to the sound will be loaded: GameLogic.video.refresh(True, soundAct.time)
2010-02-07Adjust priorities so game engine will link (VideoTex after Ketsji)Martin Poirier
2010-02-07BGE: Fix typo in SConscript preventing to import VideoTexture module.Benoit Bolsee
2010-02-07Wrong argument name for sconsMartin Poirier
2010-02-07BGE: VideoTexture was not included, missing WITH_FFMEG defined. Fixed in all ↵Benoit Bolsee
building system.
2010-02-05BGE: Sound Actuator APIDalai Felinto
act.time can set the sound position (float in seconds) act.is3D RO gives you the dimension of the audio act.minGain3D, maxGain3D ... set the 3D parameters of the sound ** PyDoc to be done. Jörg Müller (NeXyon) do you want to document them? The file is here: //source/gameengine/PyDoc/GameTypes.py + adding a missing \n to KX_Scene.cpp. (kind of typo)
2010-02-05BGE fix: KX_Lamp using strcmp wrongly + typo in rna_defineDalai Felinto
2010-02-04BGE: Optimize Soft body conversion: don't create BVH structure.Benoit Bolsee
A btBvhTriangleMeshShape object is created when converting a mesh to physics, also in case of Soft body although the soft body will not use it (it only uses the mesh interface). This patch keeps this system for compatibility with the KX converter but avoids the creation of the BVH structure, which consumes a lots of CPU. This should speed up significantly the conversion of large mesh to softbody. A secondary optimization is that the sharing of shapeInfo is extended to rigid body using gImpact. Before it was only active between static body and soft body.
2010-02-01BGE: fix for [#20684] Game Render blanks screen on Anaglyph Stereo viewDalai Felinto
The problem was: the Blender default camera has DOF distance as 0.0. Since we are using this as Focal Length for the stereo calculation we had terrible stereo by default. Fix: whenever DOF == 0.0 we use focal length as eye separation * 30.0 (known to be a reasonable value)
2010-01-31rename game object obcolor to colorCampbell Barton
2010-01-30BGE: patch [#20293] Added python sensor attribute: Status.Benoit Bolsee
2010-01-30BGE: patch #20399 Python control over adding/removing scenes.Benoit Bolsee
2010-01-29same fix from 2.4x r26392.Campbell Barton
2010-01-25Radians -> Degrees (in UI)Matt Ebb
Rotations are now stored internally as radians, while exposing degrees in the UI - in the graph editor and UI controls. This is done in two areas: 1) Using the unit system to convert RNA data to display as degrees in the UI controls 2) FCurves now use degrees for rotation, so you can edit in the graph editor what you see in the UI. All rotation data is consistently accessible in DNA and RNA as radians, degrees are only used for the UI controls and graph editor. This commit includes conversions will convert old files (stored data and also fcurve data) to the new units, hopefully everything should go smoothly! Part of this also changes a few properties that were hard-coded as degrees before (such as IK pole angle and brush texture rotation) to also use the same consistent system of radians (dna/rna) and degrees (ui). Thanks to Joshua for hints and review here too.
2010-01-18BGE: Mouse Sensor type defaults to 1 (MOUSELEFT ) + remove camera attribute ↵Dalai Felinto
from Camera objects. (if you want to mark your camera objects create a property manually ;) That way object.getPropertyNames() works consistently across all object types.
2010-01-17patch [#20560] [patch] KX_GameObject.obcolorCampbell Barton
by Mitchell Stokes (moguri) * renamed attribute obcolor to color
2010-01-14spelling errors, no real changes to code.Campbell Barton
2010-01-11evil 1 liner to get bge.logic, bge.render, bge.keys etc.. may eventually ↵Campbell Barton
replace GameLogic, GameKeys module names.
2010-01-11get rid of annoying duplicate python initialization code, added ↵Campbell Barton
setupGamePython() which initializes modules
2010-01-10BGE API_DOC: VideoTexture and PhysicsConstraints templates (need the ↵Dalai Felinto
functions to be filled with their description). PhysicsConstraints is documented in the Game Kit Book: http://download.blender.org/documentation/gamekit1/ VideoTexture is documented in the wiki: http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/VideoTexture I don't think I will have time to fill the documentation. But I hope this commit helps someone interested in helping it. Therefore volunteers to document those modules are highly welcome !!! (let's give to BGE the documentation it deserves)! * + added GameLogic.Lave/LoadGlobalDict + some typo fixes
2010-01-07PyDoc updated for Rasterizer setEyeSeparation and setFocalLength + ↵Dalai Felinto
blenderplayer building again. stubs.c update patch by Mitchel Stokes - Moguri
2010-01-06BGE: KX_GameObject.rayCast() to return 5-tuple in case of no hit when poly=2 ↵Benoit Bolsee
option is used.
2009-12-31BGE: negative lamp last fix - Texture Face. I'm going to commit it to 2.49 too.Dalai Felinto
The files I used for test are here: http://blenderecia.orgfree.com/blender/tmp/neg_light.zip
2009-12-31BGE bugfix: [#19476] Negative Lamps in BGE Do Not Function (in GLSL)Dalai Felinto
this bug was introduced in Blender 2.49 (probably my own fault, in other part of the code though while fixing support for IPOs in GLSL Lamps). The good news is: GLSL Lamps looks in BGE like working perfectly now. Multitexture on the other hand is not supporting "negative" lamps (with the checkbox option on). From my search (svn blame+log) it looks like multitexture never had negative lamp working. Actually in Blender 2.34 when this was introduced in BGE (maybe in Blender as well?) I couldn't see negative lamps working either. It's hard to test this with Blender 2.34 though (it even crash with my test file).
2009-12-31BGE: (1) stereo tooltip update (2) blenderplayer working with new stereo ↵Dalai Felinto
setting (3) blenderplayer building again (patch by Mitchell Stokes - Moguri) (1) the new text suggest what was the default eye separation before. Now I'm confident that changing the eye separation for the UI is a good move (2) no big deal here. It's not reading the parameter from the command line. But does it ever read it? (3) stubs.c update and glew linking statically. patch by Mitchell Stokes, thanks for that. And now we finish 2009 with a building blenderplayer =D
2009-12-29BGE: stereoscopic settings changes: (1) eye separation is the UI (2) ↵Dalai Felinto
focallength uses camera focallength Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U. The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI) In order to change it you can change the camera focal length or use Rasterizer.setFocalLength. If you use the Rasterizer method it will use this value for all the cameras. ToDo: - Blenderplayer settings - Update wiki documentation (any volunteer)? * Note to stereo fans: I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out. For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29* speedup for animating bones, in one scene with sintel and a dragon ↵Campbell Barton
animated its over 4x faster. * utility function BLI_findstring to avoid listbase lookup loops everywhere. eg: ListBase *lb= objects= &CTX_data_main(C)->object; Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2); * made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-23BGE: fix more transpose bug when MathUtils is not used.Benoit Bolsee
2009-12-23BGE: fix more matrix transpose bugs in assignement to game object matrices.Benoit Bolsee
Assignment to KX_GameObject localOrientation and worldOrientation matrices was assuming row-major matrix although reading these matrices was returning a column-major MathUtils object. The faulty function (PyMatTo) is fixed and all matrices in python are now assumed column-major. This function is also used in the following methods: BL_Shader.setUniformMatrix4() BL_Shader.setUniformMatrix3() (No change in scripts if you didn't specify the optional transpose parameter: the default value is changed so that column-major matrices are assumed as before.) KX_Camera.projection_matrix (assignement to this attribute now requires a column-major matrix and you must fix your script if you were setting a value to this attribute.)
2009-12-22BGE: update for new soft body helpers API.Benoit Bolsee
2009-12-22BGE: fix bug with rigid body joint constraint target name: skip OB letter.Benoit Bolsee
2009-12-14Fix #20367: game engine crash, origindex layer is now optional.Brecht Van Lommel
2009-12-13invalid value for BGE PyObjects was invertedCampbell Barton
2009-12-13clear loc/size/rot wasnt updating child transformations, also removed some ↵Campbell Barton
warnings
2009-12-08BGE: Add plot method to VideoTexture.ImageBuff class.Benoit Bolsee
Synopsis: plot(brush,width,height,x,y,mode) plot(imgbuff,x,y,mode) The first form uses a byte array containing the brush shape. The second form uses another ImageBuff object as a brush. The ImageBuff object must be initialized before you can call these methods. Use load(rgb_buffer,sizex,sizey) method to create an image buffer of given size (with alpha channel set to 255). The brush is plotted directly in the image buffer. The texture is updated only when the VideoTexture.Texture parent object is refreshed: this will download the image buffer to the GPU. brush: Byte array containing RGBA data to be plotted in image buffer. The data must be continuous in memory, organized row by row starting from lower left corner of the image. Each pixel is 4 bytes representing RGBA data in that order. width: Horizontal size in pixels of image in brush. height: Vertical size in pixels of the image in brush. imgbuff:Another ImageBuff object that is used as a brush. The object must have been initialized first with load(). x: Horizontal position in pixel from left side of the image buffer where the brush will be plotted. The brush is plotted on pixels positions x->x+width-1. Clipping is performed if the brush falls partially outside the image buffer. y: Vertical position in pixel from bottom side of the image buffer where the brush will be plotted. mode: Mode of drawing. Use one of the following value: 0 : MIX 1 : ADD 2 : SUB 3 : MUL 4 : LIGHTEN 5 : DARKEN 6 : ERASE ALPHA 7 : ADD ALPHA 1000 : COPY RGBA (default) 1001 : COPY RGB 1002 : COPY ALPHA Modes 0 to 7 are 'blend' modes: the brush pixels are combined with the image pixel in various ways. Refer to Blender documentation to learn more about these modes.
2009-12-08BGE: add hitUV property to mouse focus sensor to return UV coordinates under ↵Benoit Bolsee
mouse pointer. Useful for texture painting. More details in PyDoc.
2009-12-08BGE: fix bug in mouse button release detectionBenoit Bolsee
2009-12-05BGE fix for GameLogic["post_draw"] not working with 2DFiltersDalai Felinto
(reported by Mike Pan(mpan3), it's not in the tracker)
2009-12-04BGE: Add option to return UV coordinates aofthe hit point to ↵Benoit Bolsee
KX_GameObject::rayCast(). Details in PyDoc.
2009-11-28BGE: ray casting works on soft body, the hit polygon is also returned. The ↵Benoit Bolsee
modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
2009-11-28BPlayer fix (we were still using old scene.r instead of scene.gm here) and ↵Dalai Felinto
more stubs update from Mitchell Stokes (Moguri) (+ a fix in a logic_window.c comment)
2009-11-26BGE: allow using dynamic loaded mesh in replaceMesh for soft body. This is a ↵Benoit Bolsee
quick fix, it doesn't work yet on skinned mesh.
2009-11-26small change to BGE callbacks, only allocate empty args once in the callback ↵Campbell Barton
loop.
2009-11-25Add guardealloc for RAS_MeshObject.cpp (and clean whitespace).Guillermo S. Romero
2009-11-25BGE: replace mesh works for Soft Body (including reinstantiation of physics ↵Benoit Bolsee
soft body mesh). Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.