Commit Graph

3360 Commits

Author SHA1 Message Date
Antony Riakiotakis
2ec00ea0c1 Move tangents and baking to looptris:
Notes:

* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.

* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.

This should fix T45491 as well
2015-07-30 14:43:58 +02:00
Jörg Müller
a0cbebf404 Audaspace: fixing problems for the merge to master suggested by Campbell and Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
2015-07-28 14:01:53 +02:00
Jörg Müller
f700c1f3a8 Audaspace: name fixes and external library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
8528d76dad Audaspace: external audaspace library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
733073550f Audaspace: use standalone library.
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
2015-07-28 14:01:52 +02:00
Jörg Müller
96dd213e7e Audaspace: preparing to use standalone library.
- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28 14:01:52 +02:00
Sybren A. Stüvel
d3acfa1d87 BGE: Navmesh fixes and improvements
The navigation mesh functionality was broken for quite a while. This patch
contains fixes: recalculating tesselations before getting the number of
tesselation faces (it otherwise returned 0) before calculating the navmesh,
and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object
(which fixes visualisation in Blender). This allows one to create a new
navmesh, which also works in the BGE.

Furthermore, the patch adds several return values, and shows more error
messages when things go wrong. In several places in the navmesh creation
code, return codes weren't checked and errors silently ignored.

Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame

Reviewed By: panzergame

Differential Revision: https://developer.blender.org/D1435
2015-07-28 13:54:41 +02:00
Thomas Szepe
2b632dd8c2 BGE: Fix T37074: GLSL max texture units limit
Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB).
Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader.
This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8.

Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri

Reviewed By: panzergame, sybren, moguri

Projects: #game_engine, #game_rendering

Maniphest Tasks: T37074

Differential Revision: https://developer.blender.org/D1389
2015-07-27 20:34:13 +02:00
Porteries Tristan
76beb7b7d4 BGE: Fix T19241: draw debug shape with overlay/background scene.
It's for the function render.drawLine and physics debug.
2015-07-27 13:49:06 +02:00
Porteries Tristan
fb7281fb6a Fix T26141: render setting affects only first scene. 2015-07-26 18:01:56 +02:00
Porteries Tristan
38e19536bf Fix compile warning in 04b369 2015-07-25 14:00:46 +02:00
Porteries Tristan
04b3694d93 BGE: Fix T35454: Soft body joints crash.
Constraint on soft bodies are special and return 0 as constraint id.
So we have to check that the id is not 0 in function setParam, getParam, getAppliedImpulse and removeConstraint.
2015-07-25 13:50:15 +02:00
Porteries Tristan
221aee7ecd BGE: Fix T45278 sleeping deactivation with overlay scene.
this commit fix also angular and linear threshold sleeping value update via bge.constraints.
2015-07-25 13:09:01 +02:00
Porteries Tristan
9939c18900 BGE: Fix T35288 Touch/Ray/Mouse sensor and Constraint actuator with material check doesn't work.
Now we look at all materials instead of the first. So m_auxilary_info is useless and removed.
2015-07-25 09:43:06 +02:00
Porteries Tristan
d2fac7df32 BGE: Fix T45544 Adding Armatures takes an increasing amount of logic time
Armatures were not totaly freed (only the armature object not the armature) and the original armature user count was not decrease after replication.
2015-07-24 17:08:55 +02:00
Sergey Sharybin
3d36489672 OpenSubdiv: Commit of OpenSubdiv integration into Blender
This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:

- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
  of OpenSubdiv is used, making viewport performance as fast as possible.

  This also requires graphscard with GLSL 1.5 support. If this requirement is
  not met, then no GPU pipeline is used at all.

- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
  rendering then CPU limit evaluation API from OpenSubdiv is used. This only
  replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
  structures exactly the same as they used to be for ages now.

This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:

- Face varying data interpolation is not really cleanly implemented for GPU
  in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.

  This basically means we'll have really hard time supporting UVs.

- Limit evaluation only works with adaptivly subdivided meshes so far, which
  basically means all the points of CCG are pushed to the limit. This gives
  different result from old code.

- There are some serious optimizations possible on the topology refiner
  creation, which would speed up initial OpenSubdiv mesh creation.

- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
  could be generalized.

  That's something where Antony and Campbell can help, making it so the code
  is structured in a way which is reusable by all planned viewport projects.

- There are also some workarounds in the dependency graph to make sure OpenGL
  buffers are only freed from the main thread.

Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from

  https://github.com/Nazg-Gul/OpenSubdiv/tree/dev

There are some patches applied in there which we're working on on getting
into upstream.
2015-07-20 22:29:26 +02:00
Dalai Felinto
c8f6313487 Fix T45428: Sometimes in a dupligroup linked actuators are not triggered
Revert "BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse."

This reverts commit 371e5f25a054759014efa27c6fe4d497854ed64e.

The fix is basically to revert the cleanup commit 371e5f25 (and 3d658bf7)
Also 5dc22fbbf had to be adapted to the reverted code.

Conflicts:
	source/gameengine/Ketsji/KX_Scene.cpp
2015-07-16 12:53:20 -03:00
Alexander Romanov
38940662e5 Particle Info node support for GLSL mode and the internal render.
With this patch "Particle Info" node from Cycles works in GLSL and BI

Alexander (Blend4Web Team)

Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.

Differential Revision: https://developer.blender.org/D1313
2015-07-14 18:52:29 +02:00
Campbell Barton
0918461d61 Move from MTFace to MTexPoly w/ texture checks
Part of moving away from MFace.
2015-07-14 22:36:00 +10:00
Antony Riakiotakis
e142ae77ca Imbuf types refactor.
ImBuf types were getting stored as bitflags in a 32bit integer which had
    already run out of space. Solved the problem by separating file type to
    an ftype enum, and file specific options to foptions.

    Reviewed by Campbell, thanks a lot!
2015-07-13 13:58:17 +02:00
Jorge Bernal
6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00
Campbell Barton
a8b8d60c50 CustomData: deprecate CD_ID_MCOL 2015-07-10 16:47:39 +10:00
Campbell Barton
a837797740 Cleanup: quiet warning 2015-07-09 19:33:02 +10:00
Porteries Tristan
980ea4e54f Use it->second instead of (*it).second in KX_BlenderSceneConverter. 2015-07-09 09:45:21 +02:00
Porteries Tristan
0c14a897dd BGE: Fix wrong current logic manager in collision callback. 2015-07-07 13:37:27 +02:00
Quentin Wenger
6ed1a1abe2 BGE: bge.texture API documentation enhancement
This patch attempts to improve and review the documentation of bge.texture, as requested in the [[ http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/GameEngine#Video_Texture | TODO list ]].

More specifically, it

  - fixes the rst syntax, including titles of the examples bge.texture.py and bge.texture.1.py;

  - adds, standardizes and reviews description of the API elements, particularly signatures, types, etc.

  - adds SOURCE_* constants to the doc

  - splits the doc into thematical parts (Video, Image, Texture, and Filter Classes, Functions, Constants).

Notes:

  - The parameter "mode" of ImageBuff.plot has to be described better. Actually, the whole set of IMB_BLEND_* constants (from IMB_imbuf.h) should be exposed to Python. I'll do that in a future diff, and complete the doc at the same moment (adding those IMB_BLEND_* constants to the Constants part of this doc).

  - The option of using webcams in VideoFFmpeg is still particularly not well documented. I am planning to make a proposal about fixing T18634 (and its corresponding TODO in the list) by integrating OpenCV in the BGE (and Blender?). The idea would then probably be to add a new class, f.ex. ImageWebcam, making this functionnality more specialized. So for now I don't think it is worth to document that part much.

This patch fixes T44284 too.

Reviewers: moguri, kupoman, campbellbarton, panzergame, lordloki

Reviewed By: panzergame, lordloki

Subscribers: hg1

Projects: #game_engine, #game_python, #documentation

Maniphest Tasks: T44284

Differential Revision: https://developer.blender.org/D1352
2015-07-06 21:48:25 +02:00
Jorge Bernal
12583287e7 BGE: Fix T45341: Crash when camera is eliminated
A null check is added to avoid crashes when the camera is removed during
the game and no other is available
2015-07-06 15:40:50 +02:00
Sybren A. Stüvel
be07ab58c6 BGE Fix T45207: Camera actuator shakes with low height
The camera-aiming code was using a near-zero-length cross product, which
caused oscillations. Thresholding on the cross product length seems to
fix this.

Reviewers: lucky3, Matpi, lordloki

Reviewed By: lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1387
2015-07-06 12:20:29 +02:00
Porteries Tristan
b997bda9f9 BGE: Fix T45259 collision sensor registration. 2015-07-03 23:48:26 +02:00
Thomas Szepe
97b431e42d BGE: Add integer uniforms for 2D Filter
Actually it is only possible to pass float properties to a 2D filter (GLSL fragment shader).
This patch allows also to use integer properties for the 2D filter.

Reviewers: sybren, agoose77, kupoman, moguri, lordloki, panzergame

Reviewed By: lordloki, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1370
2015-07-03 17:07:31 +02:00
Porteries Tristan
145ab8c49e BGE: Extend Python API for KX_BlenderMaterial (specular, diffuse…)
Add support for material diffuse, specular… in KX_BlenderMaterial python proxy. And use mathutils in KX_BlenderMaterial for the specular and diffuse color in KX_BlenderMaterial.

Reviewers: sybren, brita_, kupoman, agoose77, dfelinto, moguri, campbellbarton, hg1

Reviewed By: moguri, campbellbarton, hg1

Subscribers: dfelinto

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1298
2015-07-03 11:47:48 +02:00
Dalai Felinto
fdb474fc8a Game Engine: Camera Lens Shift: support to change it during game 2015-07-02 13:51:30 -03:00
Porteries Tristan
e61ead7d4c BGE: Fix T45267 Lib load without material caching. 2015-07-02 12:27:14 +02:00
Sybren A. Stüvel
db8ccc18f7 Fix T45269: Blender 2.75 crashes when I run my the game
Velocity clamping on static objects caused a crash.
2015-07-02 12:05:49 +02:00
Porteries Tristan
e80e4c937b BGE: Fix T45196 armature action on libloading. 2015-07-02 11:56:49 +02:00
Porteries Tristan
607dca0705 BGE: Fix T44069 playing action during libfree. 2015-07-01 16:51:48 +02:00
Dalai Felinto
f12b1790a0 Fix 73841 : Game Engine - Camera Lens Shift
This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python.
( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift
- this page will be removed as soon as I commit this)

Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue).

Kudos for the BlenderVR project for supporting this feature development.

Differential Revision: https://developer.blender.org/D1379
2015-06-29 10:45:27 -03:00
Sybren A. Stüvel
9f48aa45ad BGE: added clamping of angular velocity.
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.

Reviewed by: campbellbarton, panzergame, ton

Differential Revision: https://developer.blender.org/D1365
2015-06-28 12:54:53 +02:00
Sybren A. Stüvel
c5c2883ce0 BGE Fix: apply velocity clamping on every physics subtick
This patch uses the Bullet "internal tick callback" functionality to
ensure that velocity clamping is performed after every physics update.
This makes a difference when physics subticks > 1, as in that case the
too-high velocity could have impacted the simulation.

This patch follows the examples at [1] and [2]; the latter example
also explains that the way we limit velocity in the BGE (before this
patch) is wrong.

[1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks
[2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship;

Reviewed by: panzergame

Differential Revision: https://developer.blender.org/D1364
2015-06-28 12:54:53 +02:00
Quentin Wenger
49aa7b1261 BGE: Fix color used as background in VideoTexture.
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).

Reviewers:panzergame
2015-06-24 13:03:23 +02:00
Porteries Tristan
d979ac4cc9 BGE: Fix T45110, T44174, armature animations update and mirror render.
Reveiwers:Moguri, Matpi, youle
2015-06-22 18:16:31 +02:00
Porteries Tristan
2a305580b2 BGE: Fix T38030: wrong vertex index returned by KX_PolyProxy
Fix T38030.
In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index.

Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1

Reviewed By: agoose77, hg1

Projects: #game_engine

Maniphest Tasks: T38030

Differential Revision: https://developer.blender.org/D1324
2015-06-20 14:21:31 +02:00
Campbell Barton
6b3a43ccb4 BGE: dissallow calling reverse on internal clists 2015-06-20 20:02:16 +10:00
Jorge Bernal
51188ecbf1 BGE Cleanup: Translation of several comments in Dutch 2015-06-20 01:19:32 +02:00
Jorge Bernal
8e1ba0b805 BGE Cleanup: remove dead code at SetCenterOfMassTransform
Basically, at this line body is always NULL and the code is never
executed

Reviewers: moguri, hg1, panzergame, agoose77

Reviewed By: hg1, panzergame, agoose77

Subscribers: blueprintrandom

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1331
2015-06-20 01:00:22 +02:00
Porteries Tristan
e9406256d0 BGE: Simplify collision callback registration.
Remove list m_triggerController and just use getter CcdPhysicsController->Registered().

Reviewers: sybren, agoose77
2015-06-19 16:40:42 +02:00
Campbell Barton
94eb2647d5 BGE: correct case for createConstraint keyword 2015-06-16 21:22:41 +10:00
Campbell Barton
fa823dc828 Cleanup: style 2015-06-16 10:32:41 +10:00
Jorge Bernal
6d63446710 BGE: Fix for precision lost in setBackground/getBackground at Video Texture
Now internally the variables are processed as floats avoiding int->float->char conversions that are causing precision lost.

A check for int numbers is maintained to keep compatibility with old behaviour.

Reviewers: ben2610, campbellbarton, moguri, hg1

Reviewed By: moguri, hg1

Subscribers: campbellbarton

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1301
2015-06-16 00:05:25 +02:00
Porteries Tristan
1c707a2392 BGE: Fix T43918: adding submodule bge.app including attribute version.
This patch adds the submodule app to bge. apps contains constants similar to bpy.app, particularly version (tuple of three ints like 2.75.1).

It was requested in T43918 and set as TODO.

The patch also adds rst doc for the module.

Reviewers: moguri, kupoman, lordloki, panzergame, campbellbarton

Reviewed By: lordloki, panzergame, campbellbarton

Subscribers: marcino15

Projects: #game_logic, #game_python, #game_engine

Differential Revision: https://developer.blender.org/D1348
2015-06-15 21:46:56 +02:00
Campbell Barton
5b8af1d1f1 Fix T44704: BGE regression importing bpy.types 2015-06-15 21:11:45 +10:00
Campbell Barton
edfe2d6691 BGE: fix use after free 2015-06-15 20:56:44 +10:00
Campbell Barton
75a86d6a8e Fix for building without Python 2015-06-14 04:53:10 +10:00
Mitchell Stokes
5aade17bdf Revert "BGE : KX_VertexProxy support for more than 2 UV channel."
This reverts commit fb0dd596e9a58f095730359a11759c40ea46be44.

This commit reintroduced a deprecated API that we'd rather not see in a
release. A better solution is being worked on.
2015-06-06 13:12:27 -07:00
Jorge Bernal
b2e5c017a1 BGE: correct ftell use in LoadGlobalDict 2015-06-05 11:16:46 +10:00
Jorge Bernal
f3434e5f82 BGE Cleanup: remove dead code for collide, visible and twoside variables
As material is not NULL at this stage there is no need to do a NULL
check. Also to remove dead code

Reviewers: dfelinto, panzergame, hg1, moguri

Reviewed By: panzergame, hg1, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1330
2015-06-05 02:24:23 +02:00
Campbell Barton
33a7b72678 Fix T44919: BGE marhutils attrs leak memory 2015-06-02 11:08:17 +10:00
Jorge Bernal
28ef76d0f0 BGE Cleanup: Removing flen variable where it is not used 2015-05-30 18:30:34 +02:00
Jorge Bernal
71dcaa7744 BGE Cleanup: Identical code for both if/else branches 2015-05-30 18:15:11 +02:00
Jorge Bernal
9755986637 BGE: Fix memory leak when unable to add wheel 2015-05-29 17:03:54 +02:00
Jorge Bernal
bdf242fa21 BGE Cleanup: Remove old commented Sumo physics code 2015-05-28 17:50:39 +02:00
Jorge Bernal
3b158d2e05 BGE Cleanup: The value of ikconstraint cannot be NULL at this stage and
therefore it is not necessary the NULL check.
2015-05-28 17:18:50 +02:00
Thomas Szepe
9aea98d33c BGE: Add missing m_jumping initialization 2015-05-27 18:19:38 +02:00
Porteries Tristan
153cebd95b BGE: Fix bug with default material and MTFace.
It set default material even if there are a MTface but no blender material.
Tested in GLSL and Multitexture.

Reviewers: HG1
2015-05-25 10:33:04 +02:00
Porteries Tristan
2da9a39418 BGE : Fix black material on meshes without materials in blenderplayer.
Blenderplayer forgot to initialize the default material (defmaterail) with function init_def_material().
This reverts also the plumber commit 2fa4a48bcef05671890fafc3fe50a8fa619f0259.

Reviewers: campbellbarton
2015-05-24 11:46:57 +02:00
Campbell Barton
5d30c23c35 doxygen: corrections/updates
Also add depsgraph & physics
2015-05-20 14:12:22 +10:00
Porteries Tristan
a1e8547877 BGE: Use CameCase code style for KX_WorldInfo python API. 2015-05-19 23:13:30 +02:00
Porteries Tristan
377822729c BGE: Fix T40555: LibLoad material caching issue
Previously we don't merge material cached list, it create dangling pointer and memory leak.
Now we merge material cache list during the scene merge, and remove material in this list during the library free.

Reviewers: agoose77, dfelinto, hg1, pgi, campbellbarton, moguri

Reviewed By: campbellbarton, moguri

Subscribers: campbellbarton, youle, kupoman

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1278
2015-05-19 19:24:14 +02:00
Porteries Tristan
0b5bf9d419 BGE: Fix T42244 LibLoad crash with logic brick KX_TouchSensor
I remove duplicate and wrong code which treat the special case of KX_TouchSensor.
And Also the re-conversion of linked logic brick.
2015-05-17 22:19:09 +02:00
Porteries Tristan
3b359f1fea BGE: Fix T43761 No re-creation of display list after a mesh modification.
I also removed unused flags in RAS_ListRasterizer.cpp.
2015-05-17 12:53:57 +02:00
Porteries Tristan
5dc22fbbfb BGE: Fix T41299 Group API for child object in dupli instance group. 2015-05-15 19:17:15 +02:00
Porteries Tristan
3d658bf7a7 BGE: Fix stupid typo error in DupliGroupRecurse 2015-05-15 16:25:45 +02:00
Porteries Tristan
371e5f25a0 BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse. 2015-05-15 16:20:06 +02:00
Porteries Tristan
2fa4a48bce BGE: Fix T44700 mesh without material in blenderplayer.
If a mesh doesn't have a material we don't initialize the mSavedData in KX_BlenderMaterial to avoid crash.
2015-05-15 14:54:38 +02:00
Thomas Szepe
e7f2aec81b BGE: Add 'Lock Translation' for dynamic objects
The XYZ translation lock was missing for dynamic object.

Reviewed By: panzergame
2015-05-14 15:23:42 +02:00
Thomas Szepe
8bf9e1412f BGE: Fix: Double jumps are not working with character motion actuator
The actual character motion actuator triggers every frame the jump method.
Adding an edge detection to trigger the jump method.

Reviewers: lordloki, sybren, moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D1220
2015-05-14 09:45:51 +02:00
Thomas Szepe
687f6a9752 BGE: Code Cleanup: LOD hysteresis calculation
* Cleanup duplicated code.
* Remove unnecessary "this->"

Reviewers: kupoman, lordloki

Reviewed By: kupoman, lordloki

Differential Revision: https://developer.blender.org/D1293
2015-05-14 09:40:03 +02:00
Porteries Tristan
909d3228b1 BGE : Fix Bullet shape margin for triangle mesh static objects 2015-05-12 13:38:46 +02:00
Mitchell Stokes
8478c71a7b BGE: Adding material IPO support to GLSL materials
Most of this patch was created by Daniel Stokes, I'm mostly just cleaning
it up and testing it. Still todo: hardness. I need to figure out how to
handle the integer -> float conversion on a dynamic uniform.

Reviewers: psy-fi, brecht

Reviewed By: psy-fi

Subscribers: psy-fi

Differential Revision: https://developer.blender.org/D511
2015-05-11 23:05:04 -07:00
Porteries Tristan
4d8f7eddda BGE : Fix crash during physics mesh update.
Currently we can't update the physics mesh of an added rigid body.
The cause is that that we need to update all shapes to say that the mesh was changed, for static object we don't do that previously because we use a odd way to reallocate memory at the same place.
So now when a mesh is changed we iterate all physics controllers which use the same shape info and recreate its shape with the correct mesh.

example file : {F168100}

Reviewers: scorpion81, sergof, hg1, sybren, moguri, agoose77

Reviewed By: moguri, agoose77

Subscribers: sybren

Differential Revision: https://developer.blender.org/D1269
2015-05-10 19:21:21 +02:00
Jorge Bernal
dc95ca92ca BGE: Fix T43822 Videotexture does not use sky color for off-screen
rendering

Make scene background color as default for render-to-texture instead of
current blue color (0, 0, 255).

It is very useful for mirrors setups.

Reviewers: moguri, ben2610, sybren, panzergame, hg1

Reviewed By: panzergame, hg1, moguri

Subscribers: mpan3

Differential Revision: https://developer.blender.org/D1287
2015-05-10 00:56:51 +02:00
Porteries Tristan
8647c7d501 Fix T38335: incorrect triangle index in raycast with more than 2 quads
eb81153896 broke the fix for T38335, and this fix was incomplete, now we iterate by triangles and polys in the same while block.
2015-05-09 19:12:22 +02:00
Campbell Barton
eb81153896 Cleanup: warning (sequence-point) 2015-05-09 11:00:50 +10:00
Porteries Tristan
6ee0327594 Fix T38335: incorrect triangle index in raycast result
Previously we forgot to do a special operation for indexes to convert a quad to two triangles.
2015-05-08 21:12:36 +02:00
Porteries Tristan
2e6634e4a8 BGE: Cleanup function UpdateMesh and SetMesh in CcdPhysicsController.cpp
"if (value == true)" -> "if(value)"
"if (ptr == NULL)" -> "if (!ptr)"
"vector<bool>" -> "std::vector<bool>"
And other blender typo.
2015-05-08 18:17:37 +02:00
Porteries Tristan
fb0dd596e9 BGE : KX_VertexProxy support for more than 2 UV channel.
I have added an optional named "index" argument for methode get/setUV, I have also modified the and set to deprecated methodes setUV2 and getUV2 : the doc was wrong and the methode can't be called anyway because it declared as VARARG in the .h and convert directly the args value to a vector in the .cpp.

Reviewers: sybren, lordloki, hg1

Reviewed By: lordloki, hg1

Subscribers: agoose77

Differential Revision: https://developer.blender.org/D1240
2015-05-06 22:55:46 +02:00
Porteries Tristan
15751238d5 BGE: Fix compound child shape added on instance game object 2015-05-06 14:23:22 +02:00
Porteries Tristan
4616a7a4d3 BGE: Fix collision callbacks for compound controllers
It fix some mistakes in b5e96530353ef22d184a60cd2b59a5e451ee211f and made a more safety behavior for collision callbacks used in compound controllers during adding and removing.
2015-05-05 19:54:12 +02:00
Porteries Tristan
b5e9653035 BGE: Remove function DisableCcdPhysicsController and EnableCcdPhysicsController in CcdPhysicsEnvironment
Replace EnableCcdPhysicsController by AddCcdPhysicsController and DisableCcdPhysicsController by RemoveCcdPhysicsController.
Tested with compound shapes and collision sensors.

Reviewers:agoose77, ideasman42
2015-05-05 15:18:29 +02:00
Porteries Tristan
be30070d86 BGE: Cleanup KX_BlenderSceneConverter.cpp
This commit is a little cleanup for whitspaces, braces, spaces around operators and useless keywords struct/class.

Reviewers:sybren
2015-05-04 13:36:11 +02:00
Sergey Sharybin
23a79c42b5 BGE Player: Fix compilation error after cleanup commit da8a62a 2015-05-04 14:39:12 +05:00
Sybren A. Stüvel
4e7ef3f5cd BGE: Added 'ghost' arg to KX_GameObject.suspendDynamics() method
The implementation of this 'ghost' argument already existed in the C++
source, but wasn't exposed to Python yet.
2015-05-04 12:04:09 +08:00
Porteries Tristan
8e4ac2d229 Fix ghash assert during BGE libload.
The assert message was caused by the multi call of BLO_library_append_begin in KX_BlenderSceneConverter::LinkBlendFile.
2015-05-02 18:43:39 +02:00
Campbell Barton
84db9fdf4d Fix T44464: Viewport mipmaps no longer toggle off 2015-04-28 01:18:50 +10:00
Porteries Tristan
5efbd2a407 BGE : addObject in python without reference object.
Making the reference argument optional for the addObject function.
```
scene.addObject("Cube")
```

This allows to keep the rotation, scale and position of the original object.
To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene.

Reviewers: lordloki, moguri, hg1, sybren

Reviewed By: hg1, sybren

Subscribers: agoose77

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1222
2015-04-26 16:29:58 +02:00
Porteries Tristan
546031b694 BGE : fix bugs with physics collision mask/group
Currently there are bugs with physics objects in inactive layers,
character and softbody.
I added a function in CcdPhysicsEnvironement to know if a physics
controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world.

The bug was introduced in D1243 commit 3d55859

Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof

Reviewed By: sergof

Subscribers: youle, moguri

Differential Revision: https://developer.blender.org/D1253
2015-04-24 11:57:38 +02:00
Campbell Barton
87b3e62b3d Cleanup: warnings 2015-04-23 16:09:30 +10:00
Dalai Felinto
9425a8ff38 BGE: scene.pre_draw_setup[] callback
This callback allows the user to change the camera data right before the
rendering calculations.

scene.pre_draw[] is not enough here, because if you want to change the
camera matrices (projection/modelview) the culling test is done before
that (after pre_draw_setup[] though).

Reviewers: moguri, campbellbarton

Differential Revision: https://developer.blender.org/D1251

Python sample code using this. The sample scene would need a default
camera (not used for rendering), a dummy camera ('Camera.VR'), and two
cameras ('Camera.Left', 'Camera.Right') that will be used for the actual
rendering.

```
import bge

def callback():
    scene = bge.logic.getCurrentScene()
    objects = scene.objects

    vr_camera = objects.get('Camera.VR')

    if bge.render.getStereoEye() ==  bge.render.LEFT_EYE:
        camera = objects.get('Camera.Left')
    else:
        camera = objects.get('Camera.Right')

    vr_camera.worldOrientation = camera.worldOrientation
    vr_camera.worldPosition =  camera.worldPosition

def init():
    scene = bge.logic.getCurrentScene()
    main_camera = scene.active_camera
    main_camera.useViewport = True

   scene.pre_draw_setup.append(callback)

    objects = scene.objects
    vr_camera = objects.get('Camera.VR')
    vr_camera.useViewport = True
    vr_camera.setViewport(
            0,
            0,
            bge.render.getWindowWidth(),
            bge.render.getWindowHeight() )
```
2015-04-21 17:41:23 -03:00
Sergey Sharybin
0aa2eed0c2 Compilation error fix for MSVC: It does not support expressions in array
declarations
2015-04-20 14:07:26 +05:00
Sybren A. Stüvel
bf6bde232d Fix: BGE crashes when RunPythonCallBackList() is called with maxargcount != minargcount 2015-04-20 13:53:54 +08:00
Sybren A. Stüvel
07a7d77ec1 Fix: solved BGE compiler error on Linux/gcc 2015-04-20 10:58:25 +08:00
Porteries Tristan
62f79856e9 BGE : Standardization of callbacks execution.
A new function (RunPythonCallBackList) to call all python functions
contained in a python list was developed.

This function has:
  - first argument is the python list of callbacks
  - second argument is a python list of arguments
  - third argument is the minimum quantity of arguments
  - forth argument is the maximum quantity of arguments

It improves flexibility and supports *args.

Reviewers: moguri, dfelinto, campbellbarton, sybren

Reviewed By: campbellbarton, sybren

Subscribers: sybren

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1102
2015-04-19 20:33:08 +02:00
Porteries Tristan
3d55859924 BGE: Support for collision group/mask from the api + activated on EndObject.
A Python API for the collision group / mask has been added:
```
KX_GameObject.collisionGroup
KX_GameObject.collisionMask
```
The maximum number of collision groups and masked has been increased from eight to sixteen.
This means that the max value of collisionGroup/Mask is (2 ** 16) - 1

EndObject will now activate objects that were sleeping and colliding with the removed object.
This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before.

Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately.

Thanks to agoose77 for his help.

Reviewers: scorpion81, hg1, agoose77, sergof

Reviewed By: agoose77, sergof

Subscribers: sergof, moguri

Projects: #game_physics, #game_engine

Differential Revision: https://developer.blender.org/D1243
2015-04-19 01:04:22 +02:00
Porteries Tristan
a2f9a0cfd9 BGE: Fix T43536 logic.getCurrentScene() returning wrong scene in
pre_draw and post_draw calls

A simple insert of KX_SetActiveScene(scene) before pre_draw and
post_draw calls solves the issue.

Reviewers: dfelinto, sybren, brita_, campbellbarton, moguri, lordloki

Reviewed By: moguri, lordloki

Projects: #game_logic, #game_engine

Differential Revision: https://developer.blender.org/D1129
2015-04-18 21:37:59 +02:00
Porteries Tristan
e0aeafdf0a BGE : Fix light layer check
The layers in Blender are using a bit field for the 20 layers. The light layer value was limited to 20, so the highest usable light layer was five.
The patch modify the range and add layer out of range error messages.

Reviewers: sybren, hg1, moguri

Reviewed By: hg1, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1238
2015-04-17 18:12:51 +02:00
Jorge Bernal
4cd37541b0 BGE: Fix for T44374 Crash when collision sensor deactivated
Don't allocate memory for sensor logic brick if it is deactivated
2015-04-17 02:12:57 +02:00
Jorge Bernal
8c98b1649d BGE: Fix for T42341 Sensor.frequency is badly named
"Frequency" parameter is renamed to "Skip" in the LogicBricks sensors as it represents skipped frames between pulses.

Naming something (frequency) the exact opposite of what it represents (period) was the worst choice.

Also, a new BGE python attribute 'skippedTicks' was introduced. 'frequency' attribute is maintained but deprecated.

Internally, freq variable is used yet at DNA_Sensor to maintain compability and to avoid do_versions.

Thanks to Sybren for the investigation.

{F162440}

Reviewers: campbellbarton, sybren, moguri, hg1

Reviewed By: sybren, hg1

Differential Revision: https://developer.blender.org/D1229
2015-04-16 06:39:33 +02:00
Campbell Barton
99299da4b5 Cleanup: warnings, ws 2015-04-16 01:12:22 +10:00
Porteries Tristan
7730391d74 BGE: subclass with more than 1 argument, D1237
In the BGE you can't create a subclass with more than 1 argument like : "player = Player(owner, 10)"
I have modified the py_base_new to check only the first argument of args tuple.
Now we can do :

    class Player(types.KX_GameObject):
        def __init__(self, gameobj, life):
            print("create new player :", self, ", life :", life)

    player = Player(own, 50)
2015-04-15 22:02:16 +10:00
Thomas Szepe
87b6d3c796 BGE: Add keyword arguments to createConstraint API
Added keyword arguments to createConstraint.
Changed initial values for the pivod XYZ  form 1 to 0.0.
Changed initial values for the axis Z form 1 to 0.0.
Delete the parsing for 4 parameters, because parsing only the X pivot is not necessary, also it was not working correctly (int instead of  float).

Reviewers: brita_, sybren, lordloki, campbellbarton, moguri

Reviewed By: lordloki, campbellbarton

Subscribers: campbellbarton

Differential Revision: https://developer.blender.org/D705
2015-04-11 16:17:07 +02:00
Benoit Bolsee
b329016b29 BGE: FIX T43537: ImageMirror does not work in BlenderPlayer with quad buffer
In quad-buffer stereo mode, the GE render pass ends with the right eye on the right buffer, but we need to draw on the left buffer to capture the render.

Reviewed By: agoose77, HG1
2015-04-11 16:08:15 +02:00
Thomas Szepe
465a5d29c0 BGE : Fix T43800: getScreenVect()/getScreenPosition()/modelview_matrix returns incorrect results
The getScreenVect(), getScreenPosition() and modelview_matrixmethod returns an incorrect results if called after the camera has been translated on the same frame.
The model view matrix will be update only once per frame with Cam->SetModelviewMatrix in KX_KetsjiEngine::RenderFrame.
Using GetWorldToCamera as model view matrix to get an actual view matrix even if the camera is moved.

Reviewers: sergey, dfelinto, brita_, sybren, hg1, campbellbarton

Reviewed By: hg1, campbellbarton

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1170
2015-04-10 20:20:52 +02:00
Porteries Tristan
f5648f6db9 BGE : Fix T36285 Wrong viewport scale.
Fix of T36285, I just invalidate projection matrix when a camera switch
to viewport mode, because we need to rewrite the projection matrix in
RenderFrame.
It worked with old blender version because when you use viewport render
one camera is added in the camera list and initialize its projection
matrix for the first time. But when we used several cameras + viewport
for splitscreen we had issues.

Reviewers: dfelinto, hg1, ben2610, lordloki, moguri

Reviewed By: moguri

Projects: #game_rendering, #game_engine

Differential Revision: https://developer.blender.org/D1202
2015-04-08 06:56:17 +02:00
Campbell Barton
c89637be30 BGE: use tuple for returning display size 2015-04-08 06:28:05 +10:00
Thomas Szepe
e36b0cb8f3 BGE: New API method getDisplayDimensions
This patch adds a new API function to get the actual display dimensions in pixels.

Reviewers: dfelinto, sybren, lordloki, moguri

Reviewed By: lordloki, moguri

Differential Revision: https://developer.blender.org/D648
2015-04-07 18:32:25 +02:00
Sybren A. Stüvel
593b4d84c4 BGE: followup of renaming parameter "other" to "reference"
See commit 3e5332bb959c686cb5bc5b6007d96088d5d1bc23
2015-04-06 18:23:56 +02:00
Sybren A. Stüvel
3e5332bb95 BGE: fixed nomenclature of KX_Scene::addObject and KX_Scene::AddReplicaObject
KX_Scene::addObject: Changed the parameter "other" to "reference", as "other" doesn't mean anything.
KX_Scene::AddReplicaObject: Changed the parameter "parentobject" to "referenceobject", as the parameter did NOT contain a parent object in any way.

Now both functions use the same kind of name for the same thing.

Thanks to panzergame / Porteries Tristan.
2015-04-06 17:11:36 +02:00
Thomas Szepe
29e968a315 BGE: Fix T36703: Character motion actuator local movement not working correct.
The character motion actuator local movement does not taking account of the object rotation.
It is necessary to rotate the motion vector before adding the local movement.

Reviewers: sybren, lordloki, moguri

Reviewed By: lordloki, moguri

Maniphest Tasks: T42709

Differential Revision: https://developer.blender.org/D1206
2015-04-05 10:13:04 +02:00
Campbell Barton
f5949efb53 Missed in recent cleanup 2015-04-04 18:58:49 +11:00
Campbell Barton
77667ad80f Cleanup 2015-04-02 16:12:33 +11:00
Thomas Szepe
660173ed72 BGE: Fix: VehicleWrapper compiler warning.
The return type of raise_exc_wheel() is bool, but the method return -1. The compiler will change the return type type to an int. This can cause some problems on 64bit systems.

Reviewers: lordloki, sybren

Reviewed By: lordloki, sybren

Differential Revision: https://developer.blender.org/D1204
2015-03-30 22:47:46 +02:00
Antony Riakiotakis
98cbde91d2 Fix compilation of game engine in ubuntu 2015-03-30 13:06:54 +02:00
Sergey Sharybin
6cd82dbf57 CMake: Enable strict flags for C++ 2015-03-27 18:23:31 +05:00
Campbell Barton
38c4645f0a rename BGE attr from D1091 (match methods) 2015-03-27 22:23:19 +11:00
Porteries Tristan
a12b2ec66d BGE: New isDynamicSuspended python attribute
This is a new KX_GameObject attribute that it increments the
possibilities of optimization during the game

Additionally the unused m_bSuspendDynamics variable is removed.

Reviewers: moguri, agoose77, lordloki

Reviewed By: agoose77, lordloki

Subscribers: agoose77, lordloki

Differential Revision: https://developer.blender.org/D1091
2015-03-27 06:11:23 +01:00
Antony Riakiotakis
828c85a1bf sound module: Append functions with BKE (makes it easier to make them
out from local functions)
2015-03-26 11:35:41 +01:00
Thomas Szepe
ee57968461 BGE: Remove old world bge.render API
This patch can be used to remove the old world bge.render API if the new world API D157 is used.

If  the new world API is applied we can remove the old API because the old has newer worked.
The patch keep the two old working methods for backward compatibility.

Reviewers: campbellbarton, moguri

Reviewed By: campbellbarton, moguri

Subscribers: brecht

Differential Revision: https://developer.blender.org/D158
2015-03-24 00:27:45 +01:00
Thomas Szepe
fd22a92939 BGE: Add new world API KX_WorldInfo (KX_Scene)
This Patch will add a the world API (mist, background, ambient)  to KX_WorldInfo.
The new API uses now attributes.

Reviewers: campbellbarton, moguri

Reviewed By: moguri

Subscribers: klauser, brecht

Differential Revision: https://developer.blender.org/D157
2015-03-24 00:23:40 +01:00
Thomas Szepe
6c9502a6c1 BGE: Remove BlenderWorldInfo
This patch will remove the BlenderWorldInfo and move the source into KX_WorldInfo.

Reviewers: brecht, moguri

Reviewed By: brecht, moguri

Differential Revision: https://developer.blender.org/D156
2015-03-24 00:19:15 +01:00
Thomas Szepe
ce40fb9ab2 BGE: World color management fix
This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.

Reviewers: moguri, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D154
2015-03-23 23:56:46 +01:00
Thomas Szepe
931c3e6544 BGE: Code clean up for world (mist, background, ambient)
Code clean up for BGE world mist, background and global ambient color.
Move mist render update to BlenderWolrdInfo

Reviewers: moguri, brecht

Reviewed By: moguri, brecht

Differential Revision: https://developer.blender.org/D152
2015-03-23 22:49:38 +01:00
Thomas Szepe
c73693d4a5 BGE: Fix T43592: World GLSL
This patch will fix the world GLSL (mist, background, ambient) update for the BGE.

Reviewers: moguri, brecht

Reviewed By: moguri, brecht

Subscribers: panzergame

Differential Revision: https://developer.blender.org/D151
2015-03-23 22:32:49 +01:00
Thomas Szepe
e7ae96ad41 BGE: Fix T27322: World F-Curve
This patch fixes the world (mist, background, ambient) F-Curve for  for the BGE.

Reviewers: moguri, brecht

Reviewed By: moguri, brecht

Differential Revision: https://developer.blender.org/D150
2015-03-23 21:43:42 +01:00
Thomas Szepe
d07c666a0e BGE: Add setMistType and setMistIntensity API.
This patch adds the missing setMistType() and setMistIntensity() to the API

Reviewers: campbellbarton, brecht, moguri

Reviewed By: campbellbarton, brecht, moguri

Subscribers: campbellbarton, dingto

Differential Revision: https://developer.blender.org/D149
2015-03-23 21:40:11 +01:00
Thomas Szepe
2affbb437b BGE: Multitexture world (mist, ambient) fix
This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).

Reviewers: dfelinto, campbellbarton, moguri

Reviewed By: moguri

Subscribers: solarlune, jta, brecht

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D148
2015-03-23 21:36:08 +01:00
Jorge Bernal
ddf58004c4 BGE: LoD Hysteresis clean up
Move scene hysteresis value to KX_Scene where it should be (instead of
KX_GameObject)
2015-03-23 19:03:56 +01:00
Jorge Bernal
e7d051043d BGE: New hysteresis offset to improve LOD level transitions
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.

Then, we have the following:

- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.

For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel

Reviewers: campbellbarton, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: nonamejuju, lordodin

Differential Revision: https://developer.blender.org/D957
2015-03-22 18:19:49 +01:00
Thomas Szepe
0b4a71b072 BGE: Add physics constraints replication
This patch will add a physics constraints replication for group instances
(dupli group).
It also fix crashing when when a group instance is made from a linked
group instance and both are on the active layer.

Initial patch T31443 from moerdn (Martin Sell).

Reviewers: lordloki, sergof, moguri, sybren

Reviewed By: moguri, sybren

Differential Revision: https://developer.blender.org/D658
2015-03-22 17:56:26 +01:00
Jorge Bernal
2744ce77de Revert part of D1074 related to acceleration taked into account.
It has been reverted because it was affecting obstacle avoidance
(T44041).

This fix should be backported to 2.74
2015-03-21 17:54:49 +01:00
Sybren A. Stüvel
d21018b334 Fix T44065: fixed vehicle constraint
Commit ffee7f1a58a18bc08add94176ddffe29809139a6 broke vehicle constraints; this fixes that.
2015-03-21 14:42:57 +01:00
Campbell Barton
4b88541d59 CMake: unbundle eigen3
Optionally use systems eigen3 library.

T41989 by @hasufell with edits
2015-03-19 15:41:41 +11:00
Gaia Clary
ef70d644d6 reverting unintentionally changed value of enum OBJ_TEXT 2015-03-16 18:58:58 +01:00
Gaia Clary
9ed5a1073e fix D1130 renamed the enum OBJ_FONT to OBJ_TEXT to avoid naming conflicts in Windows 2015-03-16 18:46:40 +01:00
Antony Riakiotakis
77bc623bc4 Get rid og gluBuild2DMipmaps on game engine. 2015-03-16 16:18:37 +01:00
Sybren A. Stüvel
30527e3e55 Fix T43178: BGE has hard-coded 60 Hz as frame rate
Two areas of the BGE use a hard-coded 60 Hz as frame rate. However, this 60 Hz is just a default setting, and can be changed in the Blender interface.
This setting is now used instead of the hard-coded 60 Hz.

CcdPhysicsEnvironment::SetFixedTimeStep() is actually never called, as we don't even support a true fixed-timestep simulation.
2015-03-16 10:12:37 +01:00
Pierluigi Grassi
225027ce5d BGE - new read-only attribute in KX_GameObject python api (LOD level)
Added a new "current_lod_level" property to the python api of
KX_GameObject. The property returns the current lod level of the game
object. The purpose of the property is activate logic routines only when
an object is at a certain lod-distance from the camera, avoiding to
separately recomputing the same distance in the logic script. Usage in
python script might look like:

owner = bge.logic.getCurrentController().owner
lod_level = owner.currentLodLevel
if lod_level == 0: ...do something
else: ... object might be too distant

Reviewers: dfelinto, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D978
2015-03-15 17:26:49 +01:00
Jorge Bernal
dd3ade250d BGE: Fix for T43994 Steering actuator bug with Navmesh
Now the facing option is taken into account as before

This is a regression and to be ported to the final release branch.
2015-03-15 11:38:04 +01:00
Porteries Tristan
176ecd9c9c BGE : Fix for T43724 and T41599 addObject() with KX_FontObject and
overlay scene

GetGameObjectType is overwritten in KX_FontObject to differentiate a
font object into AddNodeReplicaObject function. Now, in this function,
we add fonts in the appropriate list.

Reviewers: campbellbarton, moguri, dfelinto, lordloki

Reviewed By: lordloki

Subscribers: lordloki

Projects: #game_logic, #game_engine

Differential Revision: https://developer.blender.org/D1130
2015-03-15 10:50:59 +01:00
Jorge Bernal
73ad76970e BGE: Fix for T43980 MouseLook (actuator) triggers MouseMovement (sensor)
on other objects permanently

only trigger mouse event when it is necessary, this way we avoid
conflicts with other mouse sensors.
2015-03-13 00:50:25 +01:00
Campbell Barton
29e5de3728 Fix BGE: calling ReleaseInstance on NULL joystick 2015-03-09 16:36:35 +11:00