No one bothered to update the player for ffmpeg changes made in August 2012. This meant the player was no longer calling avdevice_register_all(), and ffmpeg would fail to open web cam streams.
This reverts part of r53019.
While the compound shape trick works well in some cases, overall it's
much slower and even causes crashes under certain conditions.
We could make this and option and fix the crashes, but it's better to
implement convex decomposition anyway so just reverting for now.
Fixes [#34353] Ray cast on Triangle mesh bounded Rigid Body Object causes blender crash to desktop without error.
* 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
You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
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 :)
Patch makes it possible to compile blender with recent ffmpeg
and libav libraries, mainly by getting rid of deprecated API.
Original patch by Campbell Barton with own modifications to
support compilation with older ffmpeg versions.
This patch could break compatibility of FFV1 videos playing
back in older players, mainly because of alpha support changes.
Preserving compatibility with such players became a headache
and think it's high time to get rid of workarounds here.
On a scene change the SCA_JoystickManager gets destroyed which in turn means all of it's joystick instances are released. Since SCA_PythonJoystick was just using a borrowed reference, this allowed the joystick to be freed. Now the joystick's refcount is incremented so that the SCA_PythonJoystick's joystick reference will survive across scene changes.
The problem was that SCA_Joystick::pAxisTest() was using shorts, and tried to store abs(MIN_SHRT) in a short. However, on most systems MIN_SHRT == -32768 and MAX_SHRT == 32767. This means that abs(MIN_SHRT) > MAX_SHRT, and thus the short would overflow.
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.