Root of the issue was fixed by Brecht in svn rev56441.
This change only prevents crash of files created in
blender before that fix, and also gives more useable
information about what's wrong (apparently, assert
here was doing nothing).
This bug was producing way more geometry than we need. Potentially
memory saver (or performance even) bugfix.
Bottomline is:
We need to initialize the UVs otherwise vertex comparison fails ...
Ideally MoTo should take care of initializing MT_Point2
(note in Windows that seems to be fine, but it's safer to not rely on that)
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
The object color option in the materials always worked, however the initial color of the object
was never passed to the game.
We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)).
There reason to not always set the object color is probably due to performance (the m_bUseObjectColor
flag in KX_GameObject). This patch still respect that.
Bug report from Mike Pan, as part of our book nitty-gritties review work.
Bugfix during Vancouver Global Game Jam :)
As of r53332, give_current_material() won't accept a 0 index and return NULL. CreateMaterialFromBlenderObject() was using index 0 to just grab the first material. Since this now returned NULL, it would use default settings. We'll just ask for index 1 now instead.
Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream.
However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:
1) Fix up their materials so they are properly using textures
2) Disable the material caching and take a speed hit during conversion time
Regardless of the setting, caching is always enabled for GLSL materials.
# Print a message when an async LibLoad is done
import bge
def finished_cb(status):
print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))
bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb
LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.