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
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
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
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
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
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.
Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).
{F142195}
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D1074
Due to changes in the way animation updates were handled,
BL_ArmatureObjects were no longer registering to KX_Scene as animated.
Moguri says: It might have been relying on the deformer update which
moved rom being called on every object in the render step. Now
armature deformers are only updated if they need to be.
Fix T42919 & Fix T42218
`INSERT_FAST` implies you call `calchandles_fcurve()` at the end...
For now, since we do not store edited FCurves nor can we get them easily
(requires RNA...), just update handles of all fcurves, it's much more
performant than removing usage of `INSERT_FAST` anyway.
remove 'type' argument, very few mathutils objects are wrapped,
add new function for creating wrapped objects.
also fixes unlikely memory leak if the data-array can't be allocated.
after the completion of the action in "Flipper", layer is removed and the actuator mistakenly receive zero when trying to get the current frame
Patch Author: avrprj
Reviewers: moguri
Projects: #game_logic
Differential Revision: https://developer.blender.org/D906
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
The replace mesh actuator was reconverting the mesh data which causes
conflicts with the LoD code. Instead, we just look for an already
converted mesh, which should already be in the scene.
This information only really seems to be for helping developers track
down bugs, and isn't really something the user needs. So, lets not spam
their console.
This patch removes the limitations on the number of action layers in the BGE.
BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API.
Task Discussion:
https://developer.blender.org/T39572
Author: Kevin Ednalino
Reviewers: moguri
Differential Revision: https://developer.blender.org/D491
* Moving the BlenderDebugDraw (derived from btIDebugDraw) from
KX_BlenderSceneConverter to CcdPhysicsEnvironment
* Moving CcdPhysicsEnvironment initialization to CcdPhysicsEnvironment
(this could probably be cleaned up some more with some sort of
factory, or at least moving code to CcdPhysicsEnvironment's
constructor)
* Simplifying physics environment initialization (went from two
switches to one)
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
These were used in BL_CreatePhysicsObjectNew() in the converter. However, all
of the data put into KX_ObjectProperties was then copied again in
KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the
information it needs itself, which avoid this odd double conversion step for
physics.
As a side-effect, the old code would result in static non-mesh objects with no bounds
set to still have triangle mesh bounds. This would result in no bounds for these objects.
If a bounds was set that required a mesh, non-mesh objects would become sphere bounds.
This is now true regardless of whether user bounds were set. In other words, static
non-mesh objects now use sphere bounds by default instead of mesh bounds. This might
slightly alter some games, but these objects should generally be set to No Collision
anyways.
This change introduces a new checkbox to deactivate the sensors, controllers and/or actuators. It is useful during the development phase to avoid delete sensors, controllers or actuators if you want to test something new.
NOC: The wiki page is being updated (the images mostly), but the feature is already in the 2.71 release log.
{F61628}
Reviewers: moguri, dfelinto, campbellbarton, dingto, #user_interface, billrey
Reviewed By: moguri
CC: billrey
Differential Revision: https://developer.blender.org/D16