Campbell Barton
9b69c56917
Material color was always overriding OBCOL for blender text.
2008-06-16 09:16:04 +00:00
Campbell Barton
f63b70635c
bugfix, clip alpha wasn't working in the GE, not happy with these functions, they probably need bigger changes not to assume all alpha requires face sorting with a disabled depth buffer,
2008-06-15 09:43:24 +00:00
Benoit Bolsee
89c1875bc9
BGE patch: support Set Scene in BGE. Linked Set Scene should have no name conflict in Object, Object data and Action of the main scene to avoid confusion in Python scripting. Nested Set Scene are supported. You will need Python scripting to create cross references between objects in the main scene and the Set (e.g TrackTo actuator)
2008-06-14 20:42:15 +00:00
Campbell Barton
fc7a83b458
Added access for adjusting timeOffset value at runtime, used for apricot (Franky climbing walls)
2008-06-14 17:12:49 +00:00
Campbell Barton
8bd82d4e36
Some pose action ipo corruptions when using BGE, added some debug printf's when copying to/from the same pose since it should never happen.
2008-06-13 02:20:09 +00:00
Campbell Barton
192037960d
error in variable name, not sure how this even compiled
2008-06-09 22:54:56 +00:00
Campbell Barton
f39758cddc
adding clip alpha (binary alpha) to the 3D view and game engine.
2008-06-09 15:45:46 +00:00
Joshua Leung
71573cbd55
Bugfix #13666 :
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Missing #include <stdio.h> in source/gameengine/Ketsji/KX_RayCast.cpp
2008-06-08 10:48:37 +00:00
Hamed Zaghaghi
6ffadbfb10
fix 2dfilter problem on AMD64, Patches item #13626
2008-06-06 01:28:51 +00:00
Kent Mein
fbb56ee997
Issue jms was having with # else on msvc. Seems odd but easy to fix.
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Kent
2008-06-04 18:11:48 +00:00
Hamed Zaghaghi
d565e8a02f
bugfix #13618 - 2d filters + GLSL python scripts
2008-06-04 02:54:42 +00:00
Benoit Bolsee
772d241582
Fix BGE bug #13605 : GameEngine corrupts Pose data
2008-06-03 22:54:24 +00:00
Benoit Bolsee
1cc61f633f
Patch #11000 approved: [new function] KX_GameObject::alignAxisToVect() Align an object's axis to a given vector
2008-06-02 17:31:05 +00:00
Benoit Bolsee
da1f38f99d
Apply BGE patch 11137: Render objects with negative scaling correctly (as in Blender)
2008-05-25 14:37:39 +00:00
Benoit Bolsee
e2a9590a15
BGE patch: rename rayCastToEx() to rayCast() - better name
2008-05-24 22:50:31 +00:00
Benoit Bolsee
cc6dac8c42
BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in game script
2008-05-24 18:06:58 +00:00
Benoit Bolsee
7f10f5f66f
fix BGE bug #8646 : unusable anaglyph settings
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The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting.
Notes:
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-24 08:34:04 +00:00
Campbell Barton
92c9ae280c
replacing epydoc generation script with one copied from bpy docs
2008-05-20 05:55:12 +00:00
Benoit Bolsee
a6a4b78417
Fix BGE bug #7532 : TrackTo Actuator does not work correctly if it has a Vertex Parent. This is only a partial fix: the user must put the parent vertex at the center of the parent object and disable the physics on the tracking object (use empty or collision free object).
2008-05-14 20:22:57 +00:00
Campbell Barton
ac71783e8d
last commit had a typo, also adjusted teh and colour instances
2008-05-12 21:12:10 +00:00
Benoit Bolsee
96486b356f
fix BGE bug #8668 : Behavior of os.getcwd() is not consistent between operating systems
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Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer.
Fix the game actuator in the BlenderPlayer to work like in Blender:
- try first to load the .blend from the current working directory
- if not found, try to load from the startup .blend or runtime base directory
2008-05-11 18:45:30 +00:00
Kent Mein
106974a9d2
Fixing up the webplugin defines for the Makefiles.
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Now you can do one of the following to disable it:
export NAN_NO_PLUGIN=true
export WITH_BF_WEBPLUGIN=false
or
export WITH_BF_WEBPLUGIN=true to enable building it.
(Its set to false by default)
Kent
2008-05-08 18:38:21 +00:00
Benoit Bolsee
44cdc480de
Fix BGE bug #6054 : Camera actuator crashes Blender. The crash occurs when min,max << height (bad practice anyway).
2008-05-07 22:32:45 +00:00
Benoit Bolsee
881802d8a3
BGE patch #10492 approved: getLinearVelocity() now can provide local velocity as well. This patch is harmless and backward compatible; it can go safely into 2.46 release
2008-05-06 20:55:55 +00:00
Kent Mein
3ba9069c04
Fixes Makefiles for mac_compat_glext.h by updating some include paths.
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Kent
2008-05-06 09:43:28 +00:00
Kent Mein
b36fe51c7d
Fixed some indentation, I stumbled across (spaces vs tabs)
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and also removed return 0 from a void stub.
Kent
2008-05-05 17:29:11 +00:00
Benoit Bolsee
cf654b44b6
Fix BGE bug in patch #8724 (memory optimization): serious problem with alpha texture when Use Blender Material is active and several objects have same texture. This bug messes up greatly with OpenGL texture. The GE is not usable without this fix.
2008-05-04 21:14:38 +00:00
Campbell Barton
6c05a92fe1
missed out on some BLI_convertstringcode's, also found that playing relative quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
2008-05-04 15:02:48 +00:00
Ken Hughes
7aa6833499
More compiler fixes for BLI_convertstringcode calls
2008-05-04 14:14:09 +00:00
Joshua Leung
e6be454787
More compiler fixes for BLI_convertstringcode calls
2008-05-04 11:09:30 +00:00
Benoit Bolsee
e7a106625c
BGE bug fix: set parent actuator change the orientation of object
2008-05-02 17:22:28 +00:00
Benoit Bolsee
f0a41d9d97
Partially revert BGE bug fix #8863 : don't send keyboard sensor positive pulse on level, this would badly interfere with keyboard sensors controlling set scene/restart scene actuators. Only send negative pulse on level to stop actuators after scene suspend
2008-05-02 15:47:08 +00:00
Benoit Bolsee
d99ddc5cf8
Fix BGE bug #8863 : Keyboard Sensor does not send negative pulse if key released while scene suspended. The fix covers keyboard and mouse sensor
2008-05-01 20:43:18 +00:00
Benoit Bolsee
31adad5b4d
Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
2008-05-01 16:00:59 +00:00
Benoit Bolsee
eef2b7e125
Complement to bug fix #8869 : crash with alpha mesh
2008-05-01 12:35:21 +00:00
Benoit Bolsee
3a430c33d2
fix BGE bug #8869 : Added objects are not lit correctly
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The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-30 19:58:44 +00:00
Jean-Luc Peurière
b6a6507ddf
getting ARB shaders working again in GE.
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This is is a kludge, and only to get a release
working. later solution is to use glew
2008-04-29 16:22:13 +00:00
Benoit Bolsee
2740bbc89c
Update MSVC project files to support ffmpeg. Make sure you do svn update in lib/windows to link with latest ffmpeg libraries
2008-04-27 15:02:37 +00:00
Benoit Bolsee
bc059cb8b2
BGE bug: crash when an object being tracked-to is deleted (bad practice anyway). Fix by creating a generic cross reference between actuators (only TrackTo uses it at the moment) and objects so that the actuator is informed when the target object is deleted
2008-04-26 20:41:25 +00:00
Benoit Bolsee
9b9359120f
BGE bug: fix a crash at game exit caused by inconsistent controller map after object deletion. The bug became apparent since the memory leaks have been fixed.
2008-04-24 21:26:39 +00:00
Benoit Bolsee
f4cc03b0f1
Better fix for BGE bug #7892 : dRot is reversed on dynamic objects. Make sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
2008-04-23 21:48:17 +00:00
Benoit Bolsee
9098de4479
second attempt to fix compilation problem with 2D shaders on systems without GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code
2008-04-20 21:01:13 +00:00
Benoit Bolsee
bdf5c0689b
BGE bug fix: crash at exit when object with Radar/Near sensor has debug properties
2008-04-19 21:15:37 +00:00
Benoit Bolsee
b0049e6088
fix BGE bug #8094 : Collision sensor on child object makes the object rotate or move very fast. Collision sensor can now be set on child object without side effect.
2008-04-19 21:09:40 +00:00
Benoit Bolsee
1fc1fb117e
BGE: fix compilation error with 2D filters on System without GL extenstion: add conditional compile statements
2008-04-18 22:22:50 +00:00
Chris Want
5d0a207ecb
Patch from GSR that a) fixes a whole bunch of GPL/BL license
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Benoit Bolsee
35e655cd5a
BGE: Fix restitution: object will now bounce according to material restitution setting
2008-04-16 18:47:36 +00:00
Kent Mein
867e12836b
This patch spawns from this game engine issue:
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[#7113 ] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent
2008-04-16 17:40:59 +00:00
Campbell Barton
83c5401896
replace magic numbers with constants for (G.vd->persp), view naming was also using persp as a flag which worked but isnt correct.
2008-04-16 08:48:49 +00:00
Benoit Bolsee
6bb327badc
BGE fix: keep reference count consist on source object when replicating property copy actuator
2008-04-14 22:45:28 +00:00