Age | Commit message (Collapse) | Author |
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call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
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Allowing the Blenderplayer to break 100fps by making it less dependent on Ghost's messages.
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BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
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import bge.render as render
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Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
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crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
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KX_Scene.active_camera when there is no camera in the scene.
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
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The functions had no effect because m_solverInfo wasn't used anywhere.
Now we get the solver info from the dynamics world directly instead of using our own copy.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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support this but actually don't, so use the function that checks for that.
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truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
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properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...).
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
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drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
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mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
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(CcdPhysicsController::m_characterController was not getting freed).
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check to fail every frame resulting in constant recreation of textures.
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Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects.
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This one still allows frame properties to be updated after receiving a negative pulse. This also fixes bug [#32179] "Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal" reported by Dalai.
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Seems to be a conflict between different areas defining
round() function.
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to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
* distance
* lin_attenuation
* quad_attenuation
* spotsize
* spotblend
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enabled" reported by Alberto Torres Ruiz (dithi).
The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
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to attempt to increase security by not loading potential Python scripts.
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also remove local math functions in KX_Camera
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Fraser (z0r).
The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
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Actuator Sensor.
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Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic).
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consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
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CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
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an active layer.
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nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
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meshes (e.g., rigid bodies). The physic controller's free was only handling the case where regular triangle meshes were used.
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btGhostPairCallback was being created, but never freed.
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The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
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macros which results in calling the function multiple times needlessly.
also added some comments.
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filter is active" reported by Alex Fraser.
The glViewport used for 2D Filters wasn't quite matching the 3d view. It seems the height and width were both off by one. There may be a deeper bug with the canvas rectangle having slightly wrong dimensions, but this at least fixes the 2D Filters.
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as a evaluation. Or else it'll fail to activate actuator." reported by Auuman Anubis.
I cleaned up the INTERVAL check to do a much cleaner (and saner) range check that doesn't get messed up by spaces.
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