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2008-09-26Bugfix: the game player did not initialize tiff and quicktime, so loadingBrecht Van Lommel
those file formats did not work. Also made sure G.order is initialized as otherwise some reading tiff goes wrong.
2008-09-26support concave soft bodies, preliminary. could be used for cloth too. need ↵Erwin Coumans
vertex pinning/constraint attach to other objects.
2008-09-26Allow Bullet soft bodies to be created using a AddObject actuator. Added a ↵Erwin Coumans
fake world coordinate system to game soft bodies, although the vertices are already in world space. Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26don't apply vertex transformation for deformable game soft bodies.Erwin Coumans
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25avoid crash and apply force for soft bodies.Erwin Coumans
copy normals for soft body vertices, to get proper lighting
2008-09-25[#17679] BGE print statement when start and when finishCampbell Barton
from Dalai Felinto (dfelinto) would useually not encourage prints in these cases, except its often useful to know if an error happened since you last pressed Pkey and without this you end up needing to manually clear the terminal.
2008-09-25re-use some Blender soft body settings for Bullet game soft bodiesErwin Coumans
2008-09-25BGE patch: add Debug button next to object state. The object state mask will ↵Benoit Bolsee
be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name).
2008-09-25improved game soft bodies, works for objects that are using 'set smooth'Erwin Coumans
use shape matching by default for game soft bodies store soft body index for game vertices
2008-09-25BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() ↵Benoit Bolsee
Python function.
2008-09-24Created a KX_SoftBodyDeformer for real-time soft bodies.Erwin Coumans
Added SetDeformer/GetDeformer() to KX_GameObject. Store mapping between graphics/soft body vertices (work-in-progress) Real-time soft body integration is still very premature, but for a quick preview, see this testfile: http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
2008-09-24BGE bug #17657 fixed: dRotY doesn't work properly after 90 degrees rotation.Benoit Bolsee
This problem is caused by discontinuities in the conversion orientation matrix -> euler angles: the angle sign can switch and thus the direction of the rotation produced by the dRot Ipo. To avoid this bug, the matrix->euler conversion must be avoided during the game. I took the following approach that is compatible with Blender (identical effect in the game and in the 3D view): - no change in Add mode: Rot and dRot are treated as additional rotation to the orientation at the start of the Ipo. There is no matrix->euler conversion and thus no discontinuities. - Rot Ipo are treated as absolute rotation. All 3 axis should be specified but if they are not, the startup object orientation will be used to set the unspecified axis. By doing a matrix-> euler conversion once at the start, the discontinuities are avoided. If there are also dRot curves, they are treated as delta of the corresponding Rot curve or startup angle. - dRot Ipo are treated as Add mode in Local axis. Note about Add mode: Rot and dRot curves are treated identically during the game. However, only dRot curves make sense because they don't interfere with the object orientation in the 3D view.
2008-09-23Make GameLogic work for python autocomplete (after running the BGE once at ↵Campbell Barton
least) only clear newly added items from the gameLogic dictionary rather then the whole dictionary.
2008-09-23BGE patch #17569 approved: Make FrameProp: work in Shape Action. PyDoc updated.Benoit Bolsee
2008-09-22BGE patch: KX_STATEx constant to allow simple state manipulation in setState()Benoit Bolsee
The constants KX_STATE1 to KX_STATE30 can be used with setState() to change the object state in a python controller. The constants are defined in the GameLogic module so that the full name is GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you can simplify this with the import statement: from GameLogic import * cont = getCurrentController() ob = cont.getOwner() ob.setState(KX_STATE2) #go to state 2 KX_STATEx constants are defined as (1<<(x-1)) Binary operators |, &, ^ and ~ can be used to combine states: You can activate more than one state at a time with the | operator: ob.setState(KX_STATE1|KX_STATE2) #activate state 1 and 2, stop all others You can add a state to the current state mask with: state = ob.getState() ob.setState(state|KX_STATE3) #activate state 3, keep others You can substract a state to the current state mask with the & and operator: state = ob.getState() ob.setState(state&~KX_STATE2) #stop state 2, keep others You can invert a state with the ^ operator: state = ob.getState() ob.setState(state^KX_STATE2) #invert state 2, keep others
2008-09-22KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real ↵Campbell Barton
change for now but others may want to look into it. blendef.h - removed some unused defines. editipo_mods.c - deselect all was selecting instead.
2008-09-21BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is ↵Erwin Coumans
hooking up / deform graphics mesh and choose collision shape. Note: feature is still disabled.
2008-09-21game engine now compiles with SDL disabled. CDROM and Joystick wont function ↵Campbell Barton
in this case
2008-09-21set the visibility state based on the objects render option in the outliner.Campbell Barton
- saves adding UV's to faces just to set the invisibility option or having an logic bricks to set the visibility state.
2008-09-21BGE bug fix: dupligroup scale not correctly applied to bullet shape.Benoit Bolsee
2008-09-21BGE patch: allow Bullet mesh shape sharing for objects copied with ALT-D.Benoit Bolsee
2008-09-20[#17600] char* -> const char*Campbell Barton
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-20BGE patch: new 'Advanced Settings' button to keep special Bullet options ↵Benoit Bolsee
away from main UI. Three features that were on the main UI interface are now moved to the Advanced Settings panel: Margin, Actor (that becomes Sensor Actor) and No sleeping. Sensor Actor is now a feature: it can be turned on and off for all types of objects, and not just static objects. Select the Sensor Actor button to make the object visible to Near and Radar sensor. The button is selected by default for dynamic objects and unselected by default for static objects, to match previous behavior.
2008-09-18BGE patch: change constraint location actuator to work in local coordinates. ↵Benoit Bolsee
It won't change anything for root objects but will be of some use for child objects.
2008-09-18This file did not compile, but is also not part of the build target...Ton Roosendaal
Fixed neverheless, patch #6258 from Early Ehlinger
2008-09-18Fix for bug #3858: the game engine mouse focus sensor did not workBrecht Van Lommel
correct if there was more than one camera. It shoots rays from the active camera, but used the viewport from whichever camera was drawn last, now it uses the correct vieport.
2008-09-18BGE bug #17578: repair linV actuator in Add+Local mode.Benoit Bolsee
2008-09-17Preparation for real-time soft bodies for the game engine, step 1 out of 3. ↵Erwin Coumans
This should be harmless/non-intrusive. Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
2008-09-17Fix for bug #4192: game engine armatures that are dynamically addedBrecht Van Lommel
but don't have an action got the pose of already added armatures, even though they're not related. This also fixes an issue where the armature in Blender would end up in the pose from the game after ESC, removes unneeded copies made during armature evaluation, and also solves the constraint copying hack.
2008-09-17BGE patch: bullet buttons UI change after discussion with Erwin: use a drop ↵Benoit Bolsee
down instead of a series of buttons. Introduction of soft body option.
2008-09-17Fix for bug #5413: game engine armature actions and shapes keysBrecht Van Lommel
didn't work correct with scene suspend/resume, now works the same as IPO's.
2008-09-16Fix bug that broke editing vertices through python in the game engine.Brecht Van Lommel
2008-09-16Fix (harmless) error print about GameLogic.globalDict being lost. AlsoBrecht Van Lommel
fixed some memory leaks in this code and simplified it.
2008-09-15Small tweak to get things compiling again.Kent Mein
Kent
2008-09-15Added -d debug option for blenderplayer, and remove someBrecht Van Lommel
invalid/unnecessary opengl calls on shader errors.
2008-09-15replaced static make_absolute_filename with BLI_convertstringcwdCampbell Barton
2008-09-15Fix for bug #17620: the motion blur actuator did not work correctBrecht Van Lommel
with an always sensor, it kept resettting the motion blur each frame.
2008-09-15Fix for bug #4859: once a visibility actuator was set it was notBrecht Van Lommel
possible to change the visibility again through python for example. This is because the actuator kept setting the visibility again each frame, as a workaround for there being no separate visible and viewport culling flag, but that was added some time ago.
2008-09-15Fix zoom level and clipping to be consistent with the viewportBrecht Van Lommel
when pressing P without a camera active, now it should match the view exactly. Fix an issue when setting a camera with an actuator and being in orthographic mode in the viewport without an active camera, it used a strange mix of the set camera and the viewport then.
2008-09-15Fix for bug #17617: GLSL shaders change vertex color unexpectedly.Brecht Van Lommel
2008-09-14BGE patch: new Physics button and margin parameter in Logic panel. Change ↵Benoit Bolsee
subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14Fix a game engine crash with mesh objects parented to an armatureBrecht Van Lommel
without vertex groups.
2008-09-14Bugfix: avoid crash with too long pathname.Andrea Weikert
2008-09-14== Global 'Delete Key' Tool ==Joshua Leung
The 'opposite' of the "Insert Key" tool. - Use the hotkey Ctrl-Alt-IKEY to activate. - Only available in 3d-view and buttons window I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
2008-09-14game engine didnt compile with recent keyframing changesCampbell Barton
2008-09-14Fix for bug #5758 and #17585: armatures with IK constraint did notBrecht Van Lommel
work in the game player, now the IK lib is linked into the player. Makefiles/Scons/CMake buildsystems have been updated. Fix materials nodes to work in the game player.
2008-09-14Fix for bug #7097: blender multitexture materials in the game engineBrecht Van Lommel
player did not enable mipmapping when falling back to texfaces. Also commented out code that disabled mipmapping in the player on Mac OS X. If that is a workaround for a bug it is a really poor one, and hopefully fixed now since this code is from 2002 or earlier.
2008-09-14Various game engine fixes:Brecht Van Lommel
* Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then.
2008-09-13Game engine: added Rasterizer.get/setMaterialMode to set texface,Brecht Van Lommel
multitexture or glsl materials. This does not affect existing scenes, only newly created ones.
2008-09-13BGE patch: use new btScaledBvhTriangleMeshShape to allow shape sharing ↵Benoit Bolsee
between replicas and avoid BVH rebuild in case of scaling. This will save memory and speed up greatly the instantiation of static mesh.