Commit Graph

13200 Commits

Author SHA1 Message Date
Hamed Zaghaghi
5350d5eb2c BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
Benoit Bolsee
9f53999181 BGE patch: constraint orientation actuator did not work when damping=0. 2008-07-20 21:09:56 +00:00
Daniel Genrich
e0fc591697 Fix for crash in collisions (introduced *after* 2.46 with my collision recode) 2008-07-20 21:05:48 +00:00
Daniel Genrich
def3150098 [#17356]: Reactor particles makes blender crash 2008-07-20 18:07:02 +00:00
Campbell Barton
e95e2fb43e GameObject functions getChildren() and getChildrenRecursive() 2008-07-20 17:18:46 +00:00
Ton Roosendaal
433c43932b Bugfix #16662
Curve modifier on lattice suffered drawing updates, only when the system
was not animated though, missed depsgraph calls then.

Solved it by forcing lattice to always return displist for its vertices,
that's same as for how mesh/curve works now.
2008-07-20 16:06:40 +00:00
Benoit Bolsee
d725e5f78e BGE bug fix (for 2.47): setParent() fix, third part: set mass to 0 when parenting. Allow loc/scale/orientation change on child object with physic controller. 2008-07-20 15:40:03 +00:00
Ton Roosendaal
89f2a63ecd Bugfix #8182
Specular render in Blender still had terminator problems... only the diffuse
part got "phong correction" applied. I didn't fix this before to not change
rendering results just before the release. Now there's time I hope?

Render results should only differ minimal, and only visible for low spec
hardness values (like 1 or 2)
2008-07-20 10:09:19 +00:00
Campbell Barton
a8785893c5 Added functions so python can change library paths.
* bpy.libraries.paths() -> list of library paths.
* bpy.libraries.replace(fromPath, toPath)
2008-07-19 15:44:00 +00:00
Campbell Barton
37c8f08f28 syntax change so GCC 4.3 will build 2008-07-19 13:04:55 +00:00
Benoit Bolsee
7e990de294 BGE bug fix (good for 2.47): remove static-static collision messages on the console since previous SetParent fix. The physical object is set to static+ghost while the object is parented. This behavior will be made optional in a future release. The DisableDynamics actuator will also make the object static except that the ghost/non-ghost flag is preserved. 2008-07-19 10:27:52 +00:00
Benoit Bolsee
9ed079bf5c BGE patch: Relink actuators with target within group when duplicating group; generalize protection against object deletion for all actuators that point to objects.
Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.

The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
2008-07-19 07:45:19 +00:00
Benoit Bolsee
5e2ee19187 BGE patch: support for partial hierarchy in dupligroup instantiation; removal of links that point to inactive objects during group instantiation.
This situation corresponds to a group containing only a portion
of a parent hierarchy (the Apricot team needed that to avoid
logic duplication). The BGE will instantiate only the
children that are in the group so that it follows the 3D view
more closely.
As a result, the logic links to the objects in the portion of the
hierarchy that was not replicated will point to inactive objects
(if the groups are stored in inactive layers as they should be). 
To keep the logic system consistent, these links are automatically
removed.
This last part of the patch is a general fix that could go in
2.47 but as this situation does not normally occurs in pre-2.47
games, it is not needed.
2008-07-18 19:56:56 +00:00
Benoit Bolsee
a397b4b82f BGE bug fix (good for 2.47): SetParent actuator did not work on dynamic objects. Dynamics will now be disabled automatically and the object will be set ghost for the duration of the parenting; this is to avoid static interaction with the parent object. The dynamic state is restored when the parenting is removed with RemoveParent actuator. This fix also applies to setParent() and removeParent() python functions. 2008-07-18 14:40:24 +00:00
Campbell Barton
6786c517af own error, recent commit that tried to keep an active face could crash when deleting faces. 2008-07-18 13:05:15 +00:00
Campbell Barton
c216c980d3 bugfix
the aspect of a block could become negative and default when scaling icons.
this is caused by the using viewRedrawForce (transforming a mesh) and drawing icons in the image panel.
must look into why bwin_getsinglematrix can give a negative value, probably because the opengl state is set incorrect.

This is still not correct because the aspect will be wrong. but at least it wont crash.
2008-07-18 13:04:15 +00:00
Ken Hughes
dcfcc41901 Change message printed by sceneRender.enableCropping() to be more descriptive, and note the method as deprecated in the python docs. 2008-07-17 17:30:32 +00:00
Benoit Bolsee
439e474e4e BGE patch: use the Blender convention to duplicate groups in the BGE so that the objects will be created with the location and orientation as in Blender. Note that the BGE handles scaling in a parent tree differently than Blender. To avoid discrepencies between the 3D view and the BGE, use only isotropic scaling on all your objects except the leaf objects (i.e. without children) that can have anisotropic scaling 2008-07-17 15:33:27 +00:00
Benoit Bolsee
5848fee125 BGE bug fix (good for 2.47): fix logic reconnection after replication. The old method was matching the bricks by name assuming they are unique but it is not always the case, especially with the new dupligroup feature. The new method matches the bricks by objects and position. 2008-07-17 12:29:42 +00:00
Benoit Bolsee
dbfc5f6b71 BGE patch: fix mesh deformation errors with duplicated objects sharing the same mesh in case of 1) armature+multiple material 2) shape drivers 2008-07-16 21:24:54 +00:00
Brecht Van Lommel
7ef48296fc Bugfix: particles with deflection based on size could pass through
objects due to a broken SweepingSphereIntersectsTriangleUV. This
merges the code from the shrinkwrap branch by André Pinto, thanks!
2008-07-16 13:47:03 +00:00
Campbell Barton
3ae64f67e1 * change active face behavior so that entering editmode will assign the first face as active when none is set. UnSetting the active face will also use the first face as active.
* missing countall when selecting linked
2008-07-16 11:48:55 +00:00
Hamed Zaghaghi
3b8ed8910a Bug Fix #17337, now atmosphere works correctly with FSA enabled 2008-07-16 08:10:23 +00:00
Benoit Bolsee
7afacb6ea8 BGE patch: DUPLIGROUP option supported in BGE.
Blender duplicates groups in the 3D view at the location of objects having the DUPLIGROUP option set. This feature is now supported in the BGE: the groups will be instantiated as in the 3D view when the scene is converted. This is useful to populate a scene with multiple enemies without having to actually duplicate the objects in the blend file.

Notes: * The BGE applies the same criteria to instantiate the group as Blender to display them: if you see the group in the 3D view, it will be instantiated in the BGE.
       * Groups are instantiated as if the object having the DUPLIGROUP option (usually an empty) executed an AddObject actuator on the top objects of the group (objects without parent).
       * As a result, only intra-group parent relationship is supported: the BGE will not instantiate objects that have parents outside the group.
       * Intra-group logic bricks connections are preserved between the duplicated objects, even between the top objects of the group.
       * For best result, the state engine of the objects in the group should be self-contained: logic bricks should only have intra-group connections. Use messages to communicate with state engines outside the group.
       * Nested groups are supported: if one or more objects in the group have the DUPLIGROUP option set, the corresponding groups will be instantiated at the corresponding position and orientation. 
       * Nested groups are instantiated as separate groups, not as one big group.
       * Linked groups are supported as well as groups containing objects from the active layers.
       * There is a difference in the way Blender displays the groups in the 3D view and how BGE instantiates them: Blender does not take into account the parent relationship in the group and displays the objects as if they were all children of the object having the DUPLIGROUP option. That's correct for the top objects of the group but not for the children. Hence the orientation of the children objects may be different in the BGE.
       * An AddGroup actuator will be added in a future release.
2008-07-15 20:05:23 +00:00
Benoit Bolsee
e433719f51 BGE bug fix (good for 2.47): radar and near sensor did not filter correctly the collisioning objects based on ACTOR flag when the parent object was added dynamically. This could result in a very big performance decrease. 2008-07-15 18:57:10 +00:00
Kent Mein
4c48b4846e Updated so things compile. (Missing includes needed)
Kent
2008-07-15 18:12:08 +00:00
Diego Borghetti
22fc20fe62 Fix segfault in the Sequence.
If you enable the Proxy and Custom Dir options and later disable
the Proxy (but not the Custom Dir options), Blender crash every
time that you try select the strip, because the proxy don't exist
anymore.

The solution: only draw the Custom Dir button if the Proxy
option is enable.
2008-07-15 01:23:56 +00:00
Joshua Leung
6583edf07d Bugfix:
My recent commit in transform code messed up Auto-IK.
2008-07-14 23:49:17 +00:00
Campbell Barton
e8e1f27ac1 bugfix
* samples that wernt loaded could crash blender - divide by zero errors from having 0 channels or bits.
* could also corrupt memory when selecting samples with long names. from the sample selector menu.
2008-07-14 17:19:24 +00:00
Daniel Genrich
d50d175ba1 Win64 fix: disable 1GB restriction for 64bit windows systems, baking fluid with >4GB is verified to work on Vista64. 2008-07-14 12:24:49 +00:00
Ton Roosendaal
0c23d0c2ad Bugfix #17327
Small one: changed the string attribute in multilayer exr files to be:

"2.43 and newer"

To indicate that it's about compatibility of the exr file, not the version
Blender saved it in.
2008-07-14 10:26:11 +00:00
Ton Roosendaal
0022222b05 Bugfix #17323
Ztransp OSA render did not include z values anymore in pass... this is
not good Z anyway (aliased), but at least it's back now.

Note: for composites using Z values: use FSA for superior results.
2008-07-14 09:37:06 +00:00
Campbell Barton
38cfe9c1a2 importing the GameLogic module was being done by adding the text "import GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with. 2008-07-14 00:47:07 +00:00
Daniel Genrich
8a19adeb58 Win64 fix: if you disable enough things in CMakeList.txt blender compiles on win64 now using cmake --> *BUT* it doesn't say anything about if it works with MEM>4GB (that's next thing to explore!) 2008-07-13 18:29:07 +00:00
Daniel Genrich
37ca3d7a39 Fix to let Ghost compile with win64 msvc compiler. 2008-07-13 17:49:12 +00:00
Ton Roosendaal
59df4a4b3a Bugfix #14435
"(De)Select faces with material" (edit buttons) should also draw image window
2008-07-13 14:49:07 +00:00
Daniel Genrich
751aa3e121 Fixing the fix: Sometimes, Valgrind sees memory leaks where noone is - especially with external used memory managers like in this case (and Python case) 2008-07-12 22:11:26 +00:00
Benoit Bolsee
572f1d88d2 BGE bug fix (good for 2.47): automatic detection that target object of AddObject actuator is being deleted to avoid crash (bad game design anyway) 2008-07-12 12:10:27 +00:00
Benoit Bolsee
6c444c205a Update MSVC project files 2008-07-12 11:57:21 +00:00
Hamed Zaghaghi
a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00
Joshua Leung
5f15b164c5 Patch #17285: fix for bug #14685: frame counter not always updating while scrubbing
Patch submitted by Roelf De Kock (kiemdoder) 

The parts of the patch affecting the timeline were have not been committed, as there was a better solution.
2008-07-12 06:49:33 +00:00
Joshua Leung
a4eb0d6c2f Bugfix #17318: PoseLib: Crash while searching for pose typing in letter i then backspace
When searching failed to find any matches, the pointer to a matching pose was cleared. However, it wasn't reset upon clearing the invalid search-string, so a crash occurred.
2008-07-12 06:44:57 +00:00
Joshua Leung
279c5b65e2 Patch #17310: Fixing urls in main README
Thanks to Dietrich Bollmann (diresu) for the patch
2008-07-12 06:18:06 +00:00
Joshua Leung
42d43de25d == Action Editor - NKEY Properties Panel ==
When the NKEY is pressed in the Action Editor while hovering over the keyframes area, a floating properties panel can now be accessed. It shows relevant properties for the active channel, however this is currently only for Action Groups. Action Channel support will come later.

The key benefit of this panel is that it is now possible to edit the colour set used by a group. Also, there is a button for selecting all the channels in that group (which can also be done by simply Ctrl-Shift clicking on any group).
2008-07-12 05:00:37 +00:00
Janne Karhu
1ffdc66791 Fix for bug [#13479] Particle system "corrupts" when changing material colour and used in conjunction with softbodies
- changing particlesystem settings for hair particles cleared & recalculated everything even when hair softbody was baked
2008-07-11 23:47:44 +00:00
Daniel Genrich
efb2639a26 Memory leak fix (found with Valgrind) 2008-07-11 17:08:45 +00:00
Daniel Genrich
3fce5ba59a Memory leak fix: br_find_exe() uses strdup() which uses malloc and therefore the returned string needs free'ing (Found with valgrind). 2008-07-11 14:11:55 +00:00
Joshua Leung
2e144abfbd Bugfix #17306: Missing refresh call for button in UserPrefs
Autokey settings were missing redraw for Info-window
2008-07-11 00:36:38 +00:00
Brecht Van Lommel
8eab9e15d5 Fix for bug #14411: missing preview render redraw for a few lamp buttons. 2008-07-10 18:11:36 +00:00
Brecht Van Lommel
7971d7c9f3 Fix for bug #14665: stars not working in 3D view. 2008-07-10 16:29:42 +00:00