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2008-07-03Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 ↵Hamed Zaghaghi
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
2008-07-03Adding GameObject setLinearVelocity(), without this interacting with objects ↵Campbell Barton
requires them to have logic bricks to apply force which doesn't work well when the character is in a seperate blend file to the levels. (its also messy to have a script & multiple motion actuators on each object you can pickup and throw). This is also needed for removing any force that existed before suspending dynamics - In the case of franky hanging, resuming dynamics when he fell would apply the velocity he had when grabbing making dropping to the ground work unpredictably. Also note in pydocs that enable/disable rigidbody physics doesn't work with bullet yet.
2008-07-03== Python, GE & Threads ==Willian Padovani Germano
Martin Sell (thanks!) reported that threading via scripts was not working in the game engine with Blender 2.46 and later. My fault, to make pynodes work properly with threads > 1 I disabled Python's "check interval", preventing threads created via scripts from receiving time to run. Now only during rendering check interval is disabled (set to max int). Still experimental, I added the calls in BPY_do_all_scripts, since it's called in BIF_do_render, but will probably move the code to its own function after more testing & feedback.
2008-07-03Cloth collisions: Reorganized collision system to be more flexible for other ↵Daniel Genrich
parts of blender, so it can be more easily reused. Also slowed down friction impulse.
2008-07-01Checked all cases where PyArg_ParseTuple is used in blenders game engine and ↵Campbell Barton
made sure all will raise errors when called with invalid args.
2008-07-01bugfix, ActionActuator was missing many checks for PyArg_ParseTuple failing.Campbell Barton
This meant an error in a script could be reported in a different line or script file which makes it quite hard to trace the problem. There were also places where invalid pointers could be used because of this. The whole game engine pyapi probably needs to have these checks added.
2008-07-01let the logic buttons operate on objects in different scenes. They would ↵Campbell Barton
already display but pressing the buttons did nothing. This is useful when using 1 scene for a character and another for a test level, so the character logic can be edited without switching scenes.
2008-07-01track to would crash (with a C++ assert) if the source and target are in the ↵Campbell Barton
same location, which I have had happen a few times while testing.
2008-06-30Fix for python APi error - (Campbell: please check :) ) -- using ↵Daniel Genrich
myLamp.setType(Area) resulted in 'TypeError: expected int argument in [0,5]' (reported in IRC by Djoef)
2008-06-30Fix crash in python API (Campbell: please check :) ) -- using ↵Daniel Genrich
myLamp.setType(number) crashed blender (reported in IRC by Djoef)
2008-06-30BGE python api addition, GameObject get/setState and Controller.getState()Campbell Barton
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-30Fix for bug #7753: after game engine drawing with vertex arrays,Brecht Van Lommel
nurbs/curves/text dissappears. This also removes the "vertex arrays" option and enables it always for OpenGL version >= 1.1 - there's no need to have an option to make things render faster disabled by default, also it should work stable now.
2008-06-30Fix for bug #13757: camera lens minimum value for ipo's wasBrecht Van Lommel
different than the button.
2008-06-29== FFMPEG / ImBuf ==Peter Schlaile
Fixed deinterlacing (inplace deinterlacing didn't work out properly...). [#14672] Sequencer: deinterlace filter artifacts
2008-06-29NDOF bugfixes 14402 & 14403 by ettore PasquiniJean-Luc Peurière
2008-06-29adding explicit cast to get things compilingJean-Luc Peurière
2008-06-29Action Editor - Group drawing tweaks:Joshua Leung
* When all the action-channels for a group are hidden (i.e. their related bones are not visible), the group in question is also not drawn. This helps reduce clutter. (slikdigit funboard request) * When a group has no channels belonging to it, the expand icon/button isn't drawn for that group.
2008-06-29Added autokey call for Flip Quats tool (Alt-F in PoseMode)Joshua Leung
2008-06-28BGE , fix an compile errorHamed Zaghaghi
2008-06-28BGE 2d-filter, custom shaders now can have depth texture and luminance textureHamed Zaghaghi
2008-06-28bugfix, txt_to_buf would crash on an empty text file.Campbell Barton
Also checked all other uses of text->lines.first to make sure the assumption isn't made elsewhere. Added 2 more checks for text->lines.first when converting text buffer to objects.
2008-06-27patch [#15865] BGE API call to delete objectsCampbell Barton
from Dalai Felinto (dfelinto) renamed deleteObject to endObject() to match the user interface.
2008-06-26Fix for bug [#13651] Convertor->Math->Divide brokenJuho Vepsalainen
Changed the if statement to catch zero case properly.
2008-06-26Make it so it accepts blah.tiff as a filename not just blah.tifKent Mein
This is for bug [#15132] When saving a render .tif is appended to the saved file even if the name contains .tiff Kent
2008-06-26Python API/Game engine fixes, dosn't affect 2.47Campbell Barton
* Action FrameProp was checking if the string was true, not that it contained any text. * Added GameObject.getVisible() since there is already a getVisible * Added GameObject.getPropertyNames() Needed in apricot so Franky can collect and throw items in the level without having the names defined elsewhere or modifying his game logic which is stored in a separate blend file.
2008-06-25int toggle button function was being used on a short, remove warnings in ↵Campbell Barton
buttons_logic.c too
2008-06-25Commented out face transp changing when switching images, this is more ↵Campbell Barton
annoying then helpful. Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix() Edited "Collision" button since ray-sensor also uses collision.
2008-06-25BGE patch 15044 approved: Edit Object Dynamics Actuator.Benoit Bolsee
Add enable/disable dynamics actuator under the "Edit Object" category. The Enable/disable rigid body option is also availale but not implemented.
2008-06-25added r/w access to nurb curves orderU for migiusCampbell Barton
2008-06-25BGE patch: Add automatic support for armature driven shape keys.Benoit Bolsee
To take advantage of this feature, you must have a mesh with relative shape keys and shape Ipo curves with drivers referring to bones of the mesh's parent armature. The BGE will automatically detect the dependency between the shape keys and the armature and execute the Ipo drivers during the rendering of the armature actions. This technique is used to make the armature action more natural: the shape keys compensate in places where the armature deformation is uggly and the drivers make sure that the shape correction is synchronized with the bone position. Note: This is not compatible with shape actions; BLender does not allow to have Shape Ipo Curves and Shape actions at the same time.
2008-06-25BGE patch: remove Shape key driver code from previous commitBenoit Bolsee
2008-06-24BGE patch: Add damping and clamping option to motion actuator.Benoit Bolsee
This patch introduces two options for the motion actuator: damping: number of frames to reach the target velocity. It takes into account the startup velocityin the target velocity direction and add 1/damping fraction of target velocity until the full velocity is reached. Works only with linear and angular velocity. It will be extended to delta and force motion method in a future release. clamping: apply the force and torque as long as the target velocity is not reached. If this option is set, the velocity specified in linV or angV are not applied to the object but used as target velocity. You should also specify a force in force or torque field: the force will be applied as long as the velocity along the axis of the vector set in linV or angV is not reached. Works best in low friction environment.
2008-06-24Artists complaining about these popupsCampbell Barton
* Nothing indicated - is not helpful, and very annoying with occluded geometry with high poly meshes, sometimes the selection doesn't work 100% of the time and the menu pops up over what you want to select. * No (correct) camera error doesn't seem to be needed, has been there since rev 2.
2008-06-24BGE patch: Add NAND, NOR, XOR, XNOR controllers.Benoit Bolsee
NAND controller is an inverted AND controller: the output is 1 if any of the input is 0. NOR controller is an inverted OR controller: the output is 0 if any of the input is 1. XOR controller is an exclusive OR: the output is 1 if and only if one input is 1 and all the other inputs are 0. XNOR controller is an inverted XOR: the output is 0 if and only if one input is 0 and all the other inputs are 0. The NAND, NORT and XNOR controllers are very usefull to create complementary outputs to start and stop actuators synchronously. MSCV project files updated.
2008-06-24BGE bug fix: action constraints were not correctly copied from Blender to ↵Benoit Bolsee
BGE local copy, only the first one was copied
2008-06-24BGE patch: Add level option on sensor and fix sensor reset.Benoit Bolsee
Level option is now available on all sensors but is only implemented on mouse and keyboard sensors. The purpose of that option is to make the sensor react on level rather than edge by default. It's only applicable to state engine system when there is a state transition: the sensor will generate a pulse if the condition is met from the start of the state. Normally, the keyboard sensor generate a pulse only when the key is pressed and not when the key is already pressed. This patch allows to select this behavior. The second part of the patch corrects the reset method for sensors with inverted output.
2008-06-23bugfix [#14796] -t <threads> command line switch doesn't work unless ↵Campbell Barton
FIXED_THREADS has previously been turned on Command line threads now override blendfile setting in background mode. Command line Threads greater then 8 are now clamped.
2008-06-23BGE patch #14386: Action Actuator Current Frame Prop. This patch is very ↵Benoit Bolsee
usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results
2008-06-23An initializer line was missing from the beginning of a loop, causing crashes.Joseph Eagar
2008-06-23Transform SnappingMartin Poirier
Snap to edges and vertice without have to go through faces. This means you can import floor plans and use the edges as snapping guides and other sort of fun things. The bounding box test still needs padding though.
2008-06-23Moving Line to Line intersection into arithbMartin Poirier
2008-06-23== Sequencer ==Peter Schlaile
Renamed Filter-Y to De-Interlace and moved F-Key to D-Key. (Also added file reload on D-Key)
2008-06-23[#14398] In Object- and EditMode, global rotate manual input is different ↵Martin Poirier
than mouse The sign of the rotation angle was sometimes different between num input and mouse input.
2008-06-23== FFMPEG ==Peter Schlaile
Added serious interlacing to movies opened using ffmpeg. (Other video decoders to be done) Rational: deinterlacing, if done seriously _has_ to be done in YUV-space. Since internal interface first converts data to RGB we are pretty much lost (and fall back to IMB_filtery in that case).
2008-06-22bugfix, Shift+H would hide unselected objects on unseen layers.Campbell Barton
2008-06-22BGE patch: add state engine support in the logic bricks.Benoit Bolsee
This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-06-22Compiler warning fixes (part 1 or 2)Joshua Leung
2008-06-22Bugfix:Joshua Leung
Update-automatically option in IPO-Editor now updates objects using the active IPO-block as their ObAction when transforming keyframes.
2008-06-21* Documented that get/setOrientation use an inverted rotation matrixCampbell Barton
* OB prefix is needed when specifying the object for the Message Actuator, this is very bad since other object fields in the BGE dont need this prefix - a real fix would need do_versions to keep old files running. * RotationMatrix was all nans if the rotation vector axis was 0,0,0, Changed so in this case just return a matrix that doesn't rotate anything, spent some angry hours to find these issues, maybe this will save others the hassle ;)
2008-06-19BGE bug fix for new shape action: mesh with multiple materials did not ↵Benoit Bolsee
deform properly