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2015-10-10Fix various compiler warnings.Brecht Van Lommel
2015-10-09BGE Fix T41943: Zeroing out angular velocity not possibleSybren A. Stüvel
This patch makes it possible to zero out angular velocity. tiny angular velocities may cause instabilities, according to the discussion in T41943, so they are mapped to (0, 0, 0) instead. It also applies the same reasoning to the linear velocity, unifying the different approaches. Differential revision: D952
2015-10-08BGE: Use BLI_task instead of pthread in KX_BlenderSceneConverter.Porteries Tristan
2015-10-08BLI_path api, minor changes to CWD handlingCampbell Barton
- BLI_current_working_dir's return value must be checked, since it may fail. - BLI_current_working_dir now behaves like getcwd, where a too-small target will return failure. - avoid buffer overrun with BLI_path_cwd, by taking a maxlen arg.
2015-10-07BGE : Collision mask support in raycast + and raycast cleanup.Porteries Tristan
I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" : ``` rayCast(to, from, dist, prop, face, xray, poly, mask) ``` It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast. test file : {F237337} left mouse click on two planes and see console messages. Somewhat more elaborate test file by @sybren: {F237779} Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups. Reviewers: moguri, hg1, agoose77, campbellbarton, sybren Reviewed By: agoose77, campbellbarton, sybren Subscribers: campbellbarton, sergey, blueprintrandom, sybren Projects: #game_engine, #game_physics Differential Revision: https://developer.blender.org/D1239
2015-10-07Fix for T41536: 2.71 getActionFrame no longer returns frames accuratelyMitchell Stokes
We now keep actions around when they are finished playing so scripts can still get access to information such as the current frame. Playing a new action in the same layer still overwrites the previous action as before this commit. Using an explicit KX_GameObject.stopAction() will free the memory. The action is also freed when the KX_GameObject is freed as before.
2015-10-07Fix T45886: cont.deactivate(ActionActuatorInPropertyMode) does not workMitchell Stokes
Make sure the Action Actuator actually deactivates when given a negative event while using the property play mode.
2015-10-01BGE: Fix T46302: abort call for unnormalized quaterions.Porteries Tristan
2015-09-20Fix compiling with GEJulian Eisel
Enabled Freestyle instead of GE :| Sry
2015-09-20Cleanup: Use new vector transform functionsJulian Eisel
2015-09-15BGE: make error message more clear when trying to de/activate actuator from ↵Dalai Felinto
non-active controller
2015-09-13Fix T43033: VideoTexture module repeated loading of images causes memory leakPorteries Tristan
Fix proposal for memory leak caused by png decoding in videoFFmpeg.cpp T43033 Author: Ulysse MARTIN (youle) Reviewers: dfelinto, ben2610, moguri, lordloki, panzergame Reviewed By: lordloki, panzergame Subscribers: panzergame, lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1396
2015-09-13Cleanup: spellingCampbell Barton
2015-09-08Fix T45981: BGE, 2D filters leak memoryCampbell Barton
2015-09-08Use C++ guarded alloc for FilterBaseCampbell Barton
2015-09-08Fix for building with C++ guarded allocCampbell Barton
KX_WorldInfo is already inherits the overrides
2015-09-02Cleanup: styleCampbell Barton
2015-08-26Revert "BGE: Fix T44557 GameLogic module memory leak."Sybren A. Stüvel
This reverts commit cd24871706411b2afd6e098e2b7c95c94bc2de38. The commit re-introduced problems with starting the game engine multiple times in the same run of Blender.
2015-08-25BGE: added bge.logic.{get,set}AnimRecordFrame functionsSybren A. Stüvel
By using getAnimRecordFrame(), game developers have access to the frame number used by the "Record animation" feature. This enables them to record additional information in Blender's F-Curves and ensuring perfect synchronization with the information already recorded by Blender. The setAnimRecordFrame() can be used to change the frame number at which animations are recorded, for example to introduce delays the recording that do not require delays in the actual game/simulation run. The getter/setter functions in KX_KetsjiEngine are not directly named after property they access (m_currentFrame). I found "current frame" to be too vague for a public interface, hence chose a more descriptive name. Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith Reviewed By: panzergame, aligorith Differential Revision: https://developer.blender.org/D1449
2015-08-24Fix editmesh GLSL tangent drawingCampbell Barton
The generic tangent calculation relied on CDDM arrays which aren't available in edit-mode. Add a tangent calculation callback, which has its own implementation for editmesh data.
2015-08-23BGE: Fix T42679: Python physics environment not setted for python control ↵Porteries Tristan
script.
2015-08-22Cleanup: spellingCampbell Barton
2015-08-21BGE: Fix constraint free crash in RemoveConstraint.Porteries Tristan
Fix silly error getRigidBodyA() instead of getRigidBodyB()
2015-08-20BGE: Fix T44557 GameLogic module memory leak.Porteries Tristan
This reverts commit 7a28ca4398465be1d6d57079e4b27c3a03418745.
2015-08-18BGE: Fix mesh not registered in scene libload.Porteries Tristan
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-17BGE: Fix T45817 Convert curve object in group instance.Porteries Tristan
Now group instance conversion allow unconverted object like curve, meta ball ect…
2015-08-16BGE: Fix memory leak and crash with certain physic typesThomas Szepe
Fixing crash if the physic type is set sensor or character. Caused by a790e172d0281e64. Fixing memory leak, if the constraint is deleted with Python API removeConstraint(). Add RemoveConstraint() method to avoid code duplication. Rename old RemoveConstraint() to RemoveConstraintById() which is more suitable name for this method.
2015-08-11BGE: Fix delete constraint for replicated physics controllers.Porteries Tristan
Replicated controllers didn't free constraints list before.
2015-08-11BGE: Fix T38448: Bullet constraint memory leak.Porteries Tristan
2015-08-11BGE: Fix T33187 constraints replication for libloaded objects.Porteries Tristan
Reviewers: Moguri
2015-08-10BGE: Fix T19377 restore dynamics after unparenting object.Porteries Tristan
Reviewers: scorpion81
2015-08-09BGE: Fix T44782 suspend/restore dynamics on inactive object.Porteries Tristan
2015-08-06BGe: Fix T45597 wrong object layer for linked object in blenderplayer.Porteries Tristan
2015-08-06Cleanup: whitespaceCampbell Barton
2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-08-04BGE: Added getActionName() function to KX_GameObject()Mateo de Mayo
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing. Example: ``` import bge own = bge.logic.getCurrentController().owner own.playAction("SomeAction",0,20) print(own.getActionName()) ``` >> SomeAction Here is an example file, just open the blend file with the terminal opened and press P, you can see how the current animation is being printed: {F217484} Reviewers: moguri, hg1, panzergame, campbellbarton Reviewed By: panzergame Subscribers: campbellbarton, hg1, #game_engine Projects: #game_engine Differential Revision: https://developer.blender.org/D1443
2015-08-02Aduaspace: fixing playback in the game engine.Jörg Müller
2015-07-30Move tangents and baking to looptris:Antony Riakiotakis
Notes: * Code in rendering and in game engine will still convert tangents to a tessface representation. Added code that takes care of tangent layer only, might be removed when BGE and rendering goes full mlooptri mode. * Baking should work discovered some dead code while I was working on the patch, also tangents are broken when baking from multires (also in master), but those are separate issues that can be fixed later. This should fix T45491 as well
2015-07-28Audaspace: fixing problems for the merge to master suggested by Campbell and ↵Jörg Müller
Sergey. - rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE. - rename C/PYAUDASPACE to AUDASPACE_C/PY - simplifying cmake defines and includes. - fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows. - fixing scons building. - other minor build system fixes.
2015-07-28Audaspace: name fixes and external library update.Jörg Müller
2015-07-28Audaspace: external audaspace library update.Jörg Müller
2015-07-28Audaspace: use standalone library.Jörg Müller
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE. - Fixes to build without standalone library as well.
2015-07-28Audaspace: preparing to use standalone library.Jörg Müller
- Renamed some functions. - Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28BGE: Navmesh fixes and improvementsSybren A. Stüvel
The navigation mesh functionality was broken for quite a while. This patch contains fixes: recalculating tesselations before getting the number of tesselation faces (it otherwise returned 0) before calculating the navmesh, and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object (which fixes visualisation in Blender). This allows one to create a new navmesh, which also works in the BGE. Furthermore, the patch adds several return values, and shows more error messages when things go wrong. In several places in the navmesh creation code, return codes weren't checked and errors silently ignored. Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame Reviewed By: panzergame Differential Revision: https://developer.blender.org/D1435
2015-07-27BGE: Fix T37074: GLSL max texture units limitThomas Szepe
Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB). Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader. This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8. Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri Reviewed By: panzergame, sybren, moguri Projects: #game_engine, #game_rendering Maniphest Tasks: T37074 Differential Revision: https://developer.blender.org/D1389
2015-07-27BGE: Fix T19241: draw debug shape with overlay/background scene.Porteries Tristan
It's for the function render.drawLine and physics debug.
2015-07-26Fix T26141: render setting affects only first scene.Porteries Tristan
2015-07-25Fix compile warning in 04b369Porteries Tristan
2015-07-25BGE: Fix T35454: Soft body joints crash.Porteries Tristan
Constraint on soft bodies are special and return 0 as constraint id. So we have to check that the id is not 0 in function setParam, getParam, getAppliedImpulse and removeConstraint.