Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
fixes around license blocks
|
|
|
|
|
|
gameplayer, ketsji
|
|
The KX_Scenes' SCA_TimeEventManagers were not being merged. These handle the timer prop
|
|
mat.getShader())
X_Material's mScene member variable wasn't properly set on merge if it didn't have an mBlenderShader defined. This patch always makes sure it gets set on merge.
|
|
|
|
example of usage:
0) Game Properties: text (String) and log (Boolean=True)
1) Keyboard Sensor set to AllKeys with log as logging and text as Target
2) Expression Controller: text=="quit\n"
3) Game Actuator: Quit Game
[1] <-> [2] <-> [3] .:. this will quit the game when you write quit + Enter
4) Keyboard Sensor: set to Return
5) And Controller
6) Property Actuator: Assign text property to ""
[4] <-> [5] <-> [6] .:. this will reset the string everytime you press Enter
# # # # # # # # # # # # # # # # # # # # # # #
Since the change is in the InputParser.cpp it actually affects all the text
input fields in the Logic Editor. So for instance you can use it in the
assign Property Actuator.
# # # # # # # # # # # # # # # # # # # # # # #
Connect an expression controller: text="idclip\n" with an actuator to disable
the Collision of your walls and you can re-create Doom with only Logic Bricks (:
|
|
internal interpreter problems.
Replace most with RuntimeError.
|
|
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
|
|
|
|
This changes were forgotten in svn rev34810. Should work fine now.
|
|
KX_Scene.post_draw.append() work.
|
|
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float.
Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
|
|
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
|
|
|
|
with minor edits, made sure it works in CMake too.
|
|
have objects too close to the camera
fix only in embed bge, blenderplayer seems to be doing differently.
-- reported live by Mike Pan
|
|
*nix with non-standard libjpeg/png/zlib locations was broken.
in the case of python this makes it easier to move to find_package(PythonLibs) when 3.x is supported.
|
|
Balbio, changes by me.
----------------------------------
While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.
This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
|
|
physically, fixes bug #24942 and #25286.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.
Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.
Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers
In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
|
|
|
|
Since rev.2 (hans ftw) we have a strange situation where horizon color was being used at Convert time for the WorldInfo background color (and for the fog). However through the Python API only the Rasterizer background color was being updated. On top of that the KX_KetsjiEngine.cpp::SetBackGround was using the WorldInfo bgcolor when render mode was the potato one (TEXTURED). Bottomline, when in potato mode the glClearColor used was the original one in worldinfo, not the API updated one in Rasterized.
|
|
|
|
|
|
|
|
python for backwards compatibility.
|
|
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
|
|
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
|
|
- game engine builds without python again.
|
|
- also found other places where utf8 isnt ensured.
- remove duplicate NULL checks in object_edit.c
|
|
to the Blenderplayer by replacing commented out BMF_* functions with BLF_* equivalents.
|
|
implemented the support for animated colors and a workaround for non animated colors. To be cleaned if/when this bug is fixed:
[#25487] BGE: Object Color only works when it has a keyed frame
* also increased the size of the text. Now it supports 280 (or 140 unicode) chars.
|
|
there appear to be some issues when a mesh has mixed two-side and non two-side faces. I think it's a problem in the converter and possibly related to this bug: https://projects.blender.org/tracker/index.php?func=detail&aid=24948&group_id=9&atid=306
|
|
key->from.
- mode duplicate pointer/offset code into a static function.
|
|
VideoTexture. I've added guards around the deletes to prevent this.
|
|
free_blender() was freeing main, main was garbage since the blend file data was already freed. So, I just replaced free_blender) with IMB_exit() and free_nodesystem(). Using free_blender() worked when I was in Linux running tests. That or I'm just gong crazy. ;)
|
|
blender_include_dirs(${OPENGL_INCLUDE_DIR})
Apparently this is needed for MSVC in some cases, reported by Tamito Kajiyama r33895.
|
|
|
|
Also some white space cleaning and removal of redundant parameter.
|
|
|
|
|
|
'sce' used to loop over, now make this an argument, helps to make it clear what's going on.
|