Simple python benchmark shows this to be about 3x faster in the case where an update isn't needed.
This also speeds up rna function argument parsing, since each arg in a function call did 2 string lookups on the context which were never needed.
running a shape actuator on a softbody would crash because it assumed the deformer was a BL_MeshDeformer.
Added TODO note, since it would be nice if softbody would work with shape keys too.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for:
* Decrypting .blend files and loading them without having to store the .blend on the hard drive
* Pulling .blend data out of an archive and loading it (again skipping the hard drive)
So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems).
Example usage:
import bge
with f as open('myfile.blend', 'rb'):
data = f.read()
bge.logic.LibLoad('Name', 'Scene', data)
The BGE was getting the namespace dict directly from __main__ which conflicts
with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution.
Simple fix is to have the BGE and Blender use the same method of getting namespaces.
Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c
pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler
Making the docs match the code:
BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion
BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
Rather then only baking parent objects. Only bake objects which are have no parents in the original scene.
This allows for parenting and unparenting within the game engine without gaps in the animation curves.
This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit
Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope).
I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...)
Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
* 'Export Keying Set' operator works again - a change in the previous commit broke the created code
* Relative Keying Sets don't get their paths shown
* Keying Set paths show options for inserting keyframes too now
---
Another attempt at fixing compile troubles, and removed some commented out + obsolete stuff.
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.
(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.
For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.
* * * * *
Imagine that we have:
(a) Main Scene
(b) Overlay Scene
in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].
So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
Rotations are now stored internally as radians, while exposing degrees in the UI -
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what
you see in the UI.
All rotation data is consistently accessible in DNA and RNA as radians, degrees are only
used for the UI controls and graph editor.
This commit includes conversions will convert old files (stored data and also fcurve data)
to the new units, hopefully everything should go smoothly!
Part of this also changes a few properties that were hard-coded as degrees before (such
as IK pole angle and brush texture rotation) to also use the same consistent system of
radians (dna/rna) and degrees (ui).
Thanks to Joshua for hints and review here too.