Age | Commit message (Collapse) | Author |
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- support stopping of loop sound
- support stopping by python
- keep state of actuator in sync with audio device.
The lack of state sync was causing several other problems:
- actuator stop playing the sound
- sound chopped before the end
- not possible to pause sound
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* Keyboard sensor - added (back?) support for qualifiers (Hold buttons in the UI)
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* use SDL events to trigger the sensor, trigger was being forced every tick. removed workaround for this problem.
* added "All Events" option, similar to all keys in the keyboard sensor.
This means every event from the joystick will trigger the sensor, however only events from the selected type (axis/button/hat) is used to set the positive state of the sensor.
* Added python function sens_joy.GetButtonValues(), returns a list of pressed button indicies.
* Removed pressed/released option for joystick buttons, it was the same as the invert option.
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taken into account when loading a new .blend.
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object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--
M source/gameengine/Converter/KX_ConvertActuators.cpp
M source/blender/blenkernel/BKE_blender.h
M source/blender/src/buttons_logic.c
M source/blender/blenloader/intern/readfile.c
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internal function needed updating for an extra in argument in 2.6.
if importing is not working blender should not crash (was crashing on exit)
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rather then updating it.
This meant the BGE would load in an old dictonary replacing the loaded dict, loosing settings.
was also missing a decref for marshal data
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switching from char to const char
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A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have
different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
on the same object in different direction (think of a
space ship in a tunnel with a repulsive force field
on each wall).
- You can have a different damping for the rotation.
Besides that it provides the same dynamic behavior and the
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.
Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters.
Support for friction will be added in a future revision.
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Implementation of the PHY_IPhysicsController::SetMargin(),
GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo
to allow resetting the Near sensor radius. For bullet use
the new setUnscaledRadius() function to change sphere radius.
In pPreparation of a Fh constraint actuator:
- Add KX_IPhysicsController::GetRadius()
- Fix implementation of KX_BulletPhysicsController::GetVelocity()
(velocity at a point in geometric coordinate)
- Don't try to set velocity on static object (Bullet will assert)
- Add KX_GameObject::GetVelocity() for C access to local velocity
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+ work-in-progress to hook up cluster constraints (they are better than node/vertex pinning, because they maintain a proper world coordinate system)
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well as 'fixing' it. Just use the existing rigid body joint to use it. For now, it searches the closest node/vertex to the pivot. So you can use multiple constraints/joint to attach a cloth, soft body etc.
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node, it must be reduced by the same extend.
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1) Anisotropic friction works for static and dynamic objects
2) For soft bodies, assume triangle mesh if no bounds a chosen
3) Form factor == inertia scaling factor, it was actually hooked up in Bullet
4) Only show 'radius' if sphere is chosen, or no bounds+dynamics (== sphere bounds)
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objects
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a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.
In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!
Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
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specific parameters.
Previously we tried to share the parameters with the
blender render soft body but there were too many differences.
MSVC project files updated.
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Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected).
The N flag works differently in this case: only the object
orientation is changed to be parallel to the normal at the hit
point.
The linear velocity is now changed so that the speed along the
ray axis is null. This eliminates the need to compensate the
gravity when casting along the Z axis.
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those file formats did not work. Also made sure G.order is initialized as
otherwise some reading tiff goes wrong.
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vertex pinning/constraint attach to other objects.
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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)
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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.
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copy normals for soft body vertices, to get proper lighting
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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.
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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).
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use shape matching by default for game soft bodies
store soft body index for game vertices
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Python function.
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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
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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.
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least)
only clear newly added items from the gameLogic dictionary rather then the whole dictionary.
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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
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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.
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hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
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in this case
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- saves adding UV's to faces just to set the invisibility option or having an logic bricks to set the visibility state.
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Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
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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.
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It won't change anything for root objects but will be of some use for child objects.
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Fixed neverheless, patch #6258 from Early Ehlinger
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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.
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