Mitchell Stokes
51bca0d7dc
BGE: Flipping vsync constants so VSYNC_ON is 0.
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This will make transitions from older versions of Blender easier since VSYNC_ON
will be the default. This could have been changed in a do_version, but the vsync
code has yet to see an official release, so I figured this would be a bit nicer.
Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-17 02:06:45 +00:00
Mitchell Stokes
9afae77fed
BGE: Finally adding support for additive layer blending.
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Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-14 23:31:49 +00:00
Joerg Mueller
c8f75fb5b1
Adding a new state for sound handles in audaspace: stopped.
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Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466 ] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
2013-08-14 21:21:00 +00:00
Dalai Felinto
eccde9f72a
BGE Dome: bugfix - Warp Mesh not working
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Fix: to swap the drawing order for the warp mesh polygon
The code was drawing CW instead of CCW.
It would work in some cases where the drawing flags would allow for the
back faces to be visible.
More specifically the alternative fix were:
glDisable ( GL_CULL_FACE );
glFrontFace( GL_CW );
Bug originally reported in the small_planetarium mailing list.
This bug fix was a comissioned job by a group who prefer not to be
credited. Thanks regardless.
2013-08-14 02:59:09 +00:00
Mitchell Stokes
851627f6e0
BGE: Updating the bge.logic.expandPath() documentation to better reflect its current behavior.
2013-08-13 07:48:07 +00:00
Mitchell Stokes
d23b383af0
BGE: Adding a GPU Latency profile category to represent the CPU time spent waiting on the graphics card.
2013-08-13 03:09:58 +00:00
Daniel Stokes
d17bf45842
As requested by Mitchell Stokes, reverting r58837 as it is causing some problems with the embedded game engine's python execution.
2013-08-10 01:29:23 +00:00
Daniel Stokes
29c8e4512c
Adding a fov attribute to KX_Camera. This attribute converts the field of view value and uses it to set lens.
2013-08-07 05:24:47 +00:00
Daniel Stokes
3c8cdb8c68
BGE Fix [ #33215 ] KX_MeshProxy.transformUV() argument ValueError
2013-08-06 21:52:05 +00:00
Campbell Barton
aa43a978c1
fix memory leak in KX_ObstacleSimulation
2013-08-04 17:20:03 +00:00
Campbell Barton
fee152d0ec
fix read outside buffer range KX_ObstacleSimulationTOI_rays::sampleRVO,
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Was using 3d vectors for 2d operations, passing float[2] to args that use MT_Vector3 was reading the 3rd value of a 2d array
2013-08-04 04:07:29 +00:00
Campbell Barton
c0b73fa1b0
KX_ObstacleSimulation: replace inline math functions with BLI_math functions
2013-08-04 03:47:43 +00:00
Campbell Barton
93f5e2218a
code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making a hash from the object name.
2013-08-04 03:45:30 +00:00
Campbell Barton
704598ef4e
avoid freeing NULL pointer for navmesh BuildVertIndArrays and dont truncate memset arg.
2013-08-04 03:02:35 +00:00
Campbell Barton
5881fe5d67
avoid runtime overflow (1 << 31), for RNA and armature layer UI.
2013-08-04 00:01:41 +00:00
Campbell Barton
dd037a85a0
code cleanup: remove unused define, correct header guard mismatch, add NULL check so DM_to_mesh() can have a NULL object passed (currently not used) and remove redundant NULL check.
2013-08-03 23:58:17 +00:00
Mitchell Stokes
5a042eb734
BGE: Removing some unreachable and unused code in BL_ActionManager.cpp.
2013-08-03 05:01:23 +00:00
Mitchell Stokes
b5016e34ed
BGE: Fixing a memory leak with PyType_Ready_ADD.
2013-08-02 22:23:42 +00:00
Mitchell Stokes
29f8dfd37a
BGE: Adding vsync control. Users can enable vsync, disable vsync, or use adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
2013-07-29 22:31:32 +00:00
Mitchell Stokes
2840edba84
BGE: Adding bge.physics as another alias for the PhysicsConstraints module.
2013-07-29 22:20:06 +00:00
Daniel Stokes
d0f225393c
BGE Fix [ #29575 ] Object not drawn in game engine
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Implementing a GetBlenderImage for KX_BlenderMaterial so that modifiers draw correctly in multitexture mode. The preexisting limitation of 1 texture per material on objects with modifiers in multitexture mode still exists.
2013-07-24 05:12:51 +00:00
Campbell Barton
7db1d6556d
code cleanup: add break statements in switch ()'s, (even at the last case).
2013-07-21 08:16:37 +00:00
Campbell Barton
a2a99bbc17
edit to r58425, BLI_math is available here, better not copy,paste from linearrgb_to_srgb.
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also remove redundant check in AUD_FFMPEGReader::seek.
2013-07-20 00:35:41 +00:00
Thomas Dinges
e3c9fcd1bb
* Compile fix for overloaded pow() function.
2013-07-20 00:21:16 +00:00
Daniel Stokes
a07ac7e644
BGE fix [ #35563 ] Object colour setting for objects and fonts not using colour management like materials
2013-07-19 22:54:02 +00:00
Mitchell Stokes
103ef7cacb
Merged changes from trunk r58324-58419.
2013-07-19 22:10:11 +00:00
Antony Riakiotakis
dda61cc82f
Fix some definitions for MinGW64
2013-07-19 19:19:15 +00:00
Mitchell Stokes
eb21bdd249
Merging changes from trunk r58091-58323.
2013-07-17 01:40:26 +00:00
Campbell Barton
02ba328ca8
clang/cmake - quiet warnings for external libs and reference moto as a system include.
2013-07-15 08:26:16 +00:00
Mitchell Stokes
19dee5e413
BGE: Adding animation culling. Armature objects will only have their poses updated if their children meshes have not already been culled. Regular object animations will always be updated since they are cheap.
2013-07-09 20:50:15 +00:00
Mitchell Stokes
83e9f32382
BGE: Committing patch #32422 "Debug properties for added objects" by HG1.
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This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
2013-07-09 20:06:36 +00:00
Mitchell Stokes
abdb983a46
BGE cleanup: actually remove KX_PhysicsPropertiesobsolete.h from the CMakeLists.txt instead of just commenting it out.
2013-07-09 01:01:25 +00:00
Mitchell Stokes
5bcc621fbf
BGE cleanup: removing an unused KX_PhysicsPropertiesobsolute.h file.
2013-07-09 00:59:57 +00:00
Campbell Barton
418011907c
remove nan copyrights from code added since blender become opensource (copy paste errors), also remove BKE_script.h
2013-07-02 10:14:59 +00:00
Campbell Barton
1f091fd234
add missing gpl headers
2013-07-02 09:47:22 +00:00
Campbell Barton
d665c46a64
fix [ #35884 ] evil bge.types.BL_Shader.setUniformMatrix3()
2013-06-27 07:49:20 +00:00
Campbell Barton
fad1da062d
correct typos in comments.
2013-06-25 22:58:23 +00:00
Mitchell Stokes
64007a94c0
BGE: Fix for [ #30450 ] "F-Curve on bone not working" reported by HG1.
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Run IPOs for all objects and not just non-armature objects.
2013-06-24 09:37:37 +00:00
Mitchell Stokes
dbec3af994
BGE: Fix for [ #35737 ] "Action actuator in property mode don't work with values lower then 1" reported by HG1.
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IPOs were only set as "initialized" if the current time was greater than 0.0, which is why negative values weren't working.
2013-06-24 04:24:01 +00:00
Mitchell Stokes
1e64732d52
BGE: Fix for [ #34781 ] "bge.texture.ImageRender does not show Font object" reported by Monster.
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This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
2013-06-20 03:50:02 +00:00
Mitchell Stokes
4eded6dbdc
BGE: Fix for [ #35479 ] "OSKEY (Command Key on Mac) not working" reported by Mike Pan (mpan3).
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The OSKEY was never added to the game engine, so it didn't recognize it.
2013-06-20 03:22:55 +00:00
Mitchell Stokes
1f785cc196
BGE: Fix for [ #32218 ] "logic.addScene() Not Adding Scenes in Order" reported by Josiah Lane (solarlune).
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Adding scenes now uses a vector instead of a set to maintain order. This fix is partly based off of patch #32297 by Pavel Sadikov (sigmat).
2013-06-18 04:15:27 +00:00
Mitchell Stokes
2a1d58c14d
BGE: Fixing the python profiling information so that bge.logic.getProfileInfo() returns information even if Show Framerate and Profile is not enabled.
2013-06-17 06:40:39 +00:00
Mitchell Stokes
53e4911ec8
BGE: Fixing a bug that caused KX_GameObject.localTransform to give incorrect results.
2013-06-13 22:15:44 +00:00
Campbell Barton
9cf6e305a9
split bge includes for scons onto their own lines (for easier merging)
2013-05-29 21:56:55 +00:00
Campbell Barton
225c5fee6b
move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
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remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
Campbell Barton
c77179a3c2
code cleanup: comment/remove unused defines
2013-05-28 01:15:59 +00:00
Mitchell Stokes
bb7b04bd94
BGE: A little bit of cleanup:
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* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
* Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
* Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
2013-05-14 22:52:10 +00:00
Brecht Van Lommel
21955ac8aa
Fix #35329 : action actuator crash with replacemesh, pointers got outdated.
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No need to cache this, creating it is quick.
2013-05-13 10:54:57 +00:00
Mitchell Stokes
01a981f5c4
BGE: Fix for [ #35204 ] "New Alpha-Enabled Shadows Work Until UVs Change" reported by Josiah Lane (solarlune).
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BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
2013-05-10 07:05:12 +00:00