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2015-02-21gameengine: removing addInitFromFrame hackInes Almeida
2015-02-21gameengine: dataconversion import and whitespace cleanupInes Almeida
2015-02-21Fix T33762 - texture fonts were not using the material color (gameengine)HG1
2015-02-21makeScreenshot - adding frame number to the filenameHG1
2015-02-21commiting patch to fix T30173Benoit Bolsee
2015-02-21gameengine: KX_Scene comment cleanupInes Almeida
2015-02-21BGE cleanup: removing unused async logic bricksInes Almeida
This code was never run and is an outdated copy from the code above. If someday this is needed again, it is better to start clean.
2015-02-21BGE: Fix T43215: Rigidbody constraints deletion.Thomas Szepe
Deleting an object was deleting all rigidbody constraints in the scene. Bug was introduced with D701. Reviewers: agoose77, sergof, moguri, lordloki, sybren Reviewed By: lordloki, sybren Subscribers: sybren, hbar, blueprintrandom, sergof, agoose77 Differential Revision: https://developer.blender.org/D1007
2015-02-19bge physics: disallowing compound collisions for soft bodiesInes Almeida
Closes D610, T40427, T30630 Cherrypicked from local squash Conflicts: release/scripts/startup/bl_ui/properties_game.py
2015-02-19BGE: Fix T41502 Path following jumpingJorge Bernal
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping. By default it is actived except when you load an old file that it is deactived to keep former behaviour. Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity. When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour). {F142195} Reviewers: moguri, dfelinto, campbellbarton Reviewed By: campbellbarton Subscribers: sergey Differential Revision: https://developer.blender.org/D1074
2015-02-18BGE: Fix T42437: Physics/Compound bugJorge Bernal
Null check to verify that parent has a character controller. Otherwise (i.e empty) it will crash. Reviewers: moguri, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1115
2015-02-18BGE: Fix T41570: Blender crash when physics createConstraintJorge Bernal
Move physicsid type to unsigned long long to avoid crashes on Windows 8.1 64bits. Other systems also modified to put them inline with this solution. Reviewers: dfelinto, brita_, moguri, juicyfruit, campbellbarton Reviewed By: juicyfruit, campbellbarton Subscribers: juicyfruit Differential Revision: https://developer.blender.org/D1122
2015-02-15Fix T42919 & T42218: BGE: Python-driven armature animation got buggySybren A. Stüvel
Due to changes in the way animation updates were handled, BL_ArmatureObjects were no longer registering to KX_Scene as animated. Moguri says: It might have been relying on the deformer update which moved rom being called on every object in the render step. Now armature deformers are only updated if they need to be. Fix T42919 & Fix T42218
2015-02-13BGE: Fix for T42285 & T38935 crashes. They are Rayhit related.Jorge Bernal
We make sure that good values are passed to GetPolygon() and we check that the visual mesh doesn't have a wrong displacement when it passes over a object which has a mesh triangle as compound bound. Reviewers: dfelinto, sergof, agoose77, moguri Reviewed By: moguri Subscribers: agoose77 Differential Revision: https://developer.blender.org/D979
2015-02-13BGE Fix T39026: No collisions detected with parented rigid body objectJorge Bernal
Fix for T39026. Preliminary investigation by blenderscripter on D446. Also it solves bug T41285 (Parenting object leave collission box). Refactor commit b90de0331df6c92af909b20a3e183596ff3511e4 introduced a regression bug. Reviewers: sergof, campbellbarton, moguri Reviewed By: moguri Subscribers: blueprintrandom, blenderscripter Differential Revision: https://developer.blender.org/D1064
2015-02-11cleanup: style/indentationCampbell Barton
2015-02-10Fix T43565: BGE removed unneeded if/else in BL_KetsjiEmbedStartSybren A. Stüvel
2015-02-09BGE - Vehicle Controller - add background and API checks for arguments of ↵Ines Almeida
function calls Fixes T41570 crash For readability, attachDir was renamed to downDir and the Python API docs renamed accordingly
2015-02-09Recreating bge python modules instead of using existingInes Almeida
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing. I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing. I make sure that these functions are called only once per run, inside initBGE. This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that. I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order. initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both? Reviewers: campbellbarton Subscribers: sybren Projects: #game_engine, #game_python Differential Revision: https://developer.blender.org/D1070
2015-02-08BGE physics: When colliding, report first contact point to PythonSybren A. Stüvel
This patch adds two parameters to the functions in the collisionCallbacks list. The callback function should thus be like this: ``` def on_colliding(other, point, normal): print("Colliding with %s at %s with normal %s" % (other, point, normal)) game_ob.collisionCallbacks.append(on_colliding) ``` The `point` parameter will contain the collision point in world coordinates on the current object, and the `normal` contains the surface normal at the collision point. The callback functions are checked for the number of arguments `co_argcount`. The new `point` and `normal` arguments are only passed when `co_argcount > 1` or when `co_argcount` cannot be determined. Reviewers: brita_, campbellbarton Subscribers: sergey, sybren, agoose77 Projects: #game_physics Differential Revision: https://developer.blender.org/D926
2015-02-06cleanup: styleCampbell Barton
2015-02-03BGE: python API initialization cleanupInes Almeida
The goal of these changes is to Close T40132 and to get rid of the 'PyRun_SimpleString' Hilighted changes are: - consistent naming and initialization of BGE submodules - initialization of the 'bge' module as a proper module - using PyDoc_STRVAR instead of static char* - generic cleanup (unused arguments, logica ordering, naming and whitespace) Reviewers: campbellbarton Maniphest Tasks: T40132 Differential Revision: https://developer.blender.org/D983
2015-02-03BGE: python API cleanup - initialization for bge with submodules, closes D615Ines Almeida
2015-02-03BGE: python API cleanup - adding proper initialization to GameTypesInes Almeida
2015-02-03BGE: python API cleanup - replace BLI_program_path with BKE_appdir_program_pathInes Almeida
2015-02-03BGE: python API cleanup - bge submodules definitionsInes Almeida
2015-02-03BGE: python API cleanup - using PyDoc_STRVAR instead of static char*Ines Almeida
Cherry-picking d503f8a onto 117edbb Conflicts: source/gameengine/Ketsji/KX_PythonInit.cpp
2015-02-03BGE: python API initialization cleanupInes Almeida
-Removing unused parameters -Updating some parts to match bpy_interface.c initialization Cherry-picking 14fceb6 onto 117edbb Conflicts: source/gameengine/Ketsji/KX_PythonInit.cpp
2015-02-02Adjust GLSL drawing of window coordinates from camera view (use cameraAntony Riakiotakis
bounds instead of window bounds). Fixes remaining part of T43346
2015-01-29Fix crash on joystick access (if SDL's not found)Campbell Barton
D985 by @pgi
2015-01-29BGE: draw contact points + normals in yellowSybren A. Stüvel
Red was used with different semantics in the physics visualisation, switching to yellow to prevent confusion. A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's the yellow balls + lines. Reviewers: brita_, lordloki, campbellbarton Reviewed By: lordloki, campbellbarton Subscribers: lordloki Projects: #game_physics Differential Revision: https://developer.blender.org/D925
2015-01-29BGE: draw contact points as sphere + line indicating the surface normal.Sybren A. Stüvel
A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's the yellow balls + lines. Reviewers: brita_, lordloki, campbellbarton Reviewed By: lordloki, campbellbarton Subscribers: lordloki Projects: #game_physics Differential Revision: https://developer.blender.org/D925
2015-01-26missed last commitCampbell Barton
2015-01-26BGE: remove Py3.1 workaroundCampbell Barton
2015-01-24Fix BGE compilation after recent renames in BKE_image (tsst...).Bastien Montagne
2015-01-22bge.render.getStereoEye() and bge.types.LEFT_EYE/RIGHT_EYEDalai Felinto
This function allows the user to run specific code for each of the rendered stereoscopic eyes in the Game Engine. The initial use case is to set the camera projection matrix in a scene.pre_draw callback function for each eye, to be used in VR (Virtual Reality) installations. Reviewed by Mitchell Stokes and Campbell Barton, thank you guys. Sample Test Python Script: """ import bge import bgl import blf def init(): """init function - runs once""" scene = bge.logic.getCurrentScene() scene.post_draw.append(write) def write(): """write on screen - depending on the eye""" width = bge.render.getWindowWidth() height = bge.render.getWindowHeight() # OpenGL setup bgl.glMatrixMode(bgl.GL_PROJECTION) bgl.glLoadIdentity() bgl.gluOrtho2D(0, width, 0, height) bgl.glMatrixMode(bgl.GL_MODELVIEW) bgl.glLoadIdentity() eye = bge.render.getStereoEye() if eye == bge.render.LEFT_EYE: blf.position(0, (width * 0.2), (height * 0.3), 0) blf.size(0, 40, 72) blf.draw(0, "Left") else: # bge.render.RIGHT_EYE: blf.position(0, (width * 0.7), (height * 0.3), 0) blf.size(0, 40, 72) blf.draw(0, "Right") """
2015-01-21Cleanup of BGE code CcdPhysicsEnvironment::CallbackTriggers()Sybren A. Stüvel
Refactored some code to be easier to read. Semantically the code is identical. - Some conditions were negated to be able to return/continue early, rather than having the majority of the code inside an if-body. - Conditions were simplified (!(a == b)) turned into (a != b); repeated conditions calculated only once. - Unnecessary variables and one unnecessary condition were eliminated. Reviewers: campbellbarton, lordloki Reviewed By: lordloki Projects: #game_physics Differential Revision: https://developer.blender.org/D954
2015-01-21Cleanup: styleCampbell Barton
2015-01-15BGE physics: get/set linear and angular dampingSybren A. Stüvel
This patch adds the following R/W properties and method to `KX_GameObject`: - `linearDamping` -- get/set linear damping - `angluarDamping` -- get/set angular damping - `setDamping(linear, angular)` -- set both simultaneously These allow runtime changes to the same properties that are accessible at design time in Blender's UI via `game.damping` and `game.rotation_damping`. The names of the properties were chosen to mirror the internal names of the BGE physics engine, as these are (AFAIK) also the commonly used names in physics literature. Reviewers: campbellbarton Projects: #game_physics Differential Revision: https://developer.blender.org/D936
2015-01-09Fix T43174: "Record animation" does not update fcurve handlesBastien Montagne
`INSERT_FAST` implies you call `calchandles_fcurve()` at the end... For now, since we do not store edited FCurves nor can we get them easily (requires RNA...), just update handles of all fcurves, it's much more performant than removing usage of `INSERT_FAST` anyway.
2015-01-08Fix T40257: Frustum culling not working properlyMitchell Stokes
Instead of getting fancy this time, we'll just use Mahalin's simpler fix. This may have slight performance impacts, but it is a lot simpler than the previous fix and shouldn't cause as many bugs.
2015-01-08Revert "Fix T40257: Frustum culling not working properly"Mitchell Stokes
This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9. This fix still causes more issues than it solves.
2015-01-07Fix for bool flag useCampbell Barton
2015-01-06BGE: Fix for bugs T42520 and T42097 (mouse look actuator related).Jorge Bernal
With this fix the mouse actuator movement works well as with even screen resolutions as odd screen resolutions. Also it fixed the movement when the border of the blenderplayer window is out of the screen limits. Reviewed By: moguri Differential Revision: https://developer.blender.org/D946
2015-01-05Recent fix for SDL2 broke joysticks for SDL1.2Campbell Barton
2015-01-04Freestyle: reserve array sizes before fillingCampbell Barton
also use PyList_GET_ITEM when list size is known.
2015-01-04Fix 8 memory leaks from bad PyList_Append useCampbell Barton
2015-01-04mathutils: refactor instantiationCampbell Barton
remove 'type' argument, very few mathutils objects are wrapped, add new function for creating wrapped objects. also fixes unlikely memory leak if the data-array can't be allocated.
2015-01-02Fix T43066: Joystick broken in GE since 2.73rcCampbell Barton
Caused by move to SDL2, fix thanks to jensverwiebe.
2014-12-31Joystick: Suppress add/remove device eventsSergey Sharybin
Previously they'll be printed to the console as a totally unknown events together claim this shouldn't have happened which is just misleading.