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
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
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
This patch fix two bugs related to CreateConstraint().
1. Disable linked collision only working with 6DoF constraints.
2. If all pivot axis rotations setted to zero the linked object disappears.
{F101374}
Reviewers: moguri, sybren, brita_, lordloki
Reviewed By: lordloki
Subscribers: p9ablo
Differential Revision: https://developer.blender.org/D704
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
Move physicsid type to unsigned long long to avoid crashes on Windows 8.1 64bits.
Other systems also modified to put them inline with this solution.
Reviewers: dfelinto, brita_, moguri, juicyfruit, campbellbarton
Reviewed By: juicyfruit, campbellbarton
Subscribers: juicyfruit
Differential Revision: https://developer.blender.org/D1122
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing.
I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing.
I make sure that these functions are called only once per run, inside initBGE.
This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that.
I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order.
initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both?
Reviewers: campbellbarton
Subscribers: sybren
Projects: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D1070
This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:
```
def on_colliding(other, point, normal):
print("Colliding with %s at %s with normal %s" % (other, point, normal))
game_ob.collisionCallbacks.append(on_colliding)
```
The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.
The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.
Reviewers: brita_, campbellbarton
Subscribers: sergey, sybren, agoose77
Projects: #game_physics
Differential Revision: https://developer.blender.org/D926
The goal of these changes is to Close T40132 and to get rid of the 'PyRun_SimpleString'
Hilighted changes are:
- consistent naming and initialization of BGE submodules
- initialization of the 'bge' module as a proper module
- using PyDoc_STRVAR instead of static char*
- generic cleanup (unused arguments, logica ordering, naming and whitespace)
Reviewers: campbellbarton
Maniphest Tasks: T40132
Differential Revision: https://developer.blender.org/D983
-Removing unused parameters
-Updating some parts to match bpy_interface.c initialization
Cherry-picking 14fceb6 onto 117edbb
Conflicts:
source/gameengine/Ketsji/KX_PythonInit.cpp
This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.
The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.
Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.
Sample Test Python Script:
"""
import bge
import bgl
import blf
def init():
"""init function - runs once"""
scene = bge.logic.getCurrentScene()
scene.post_draw.append(write)
def write():
"""write on screen - depending on the eye"""
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
# OpenGL setup
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
bgl.gluOrtho2D(0, width, 0, height)
bgl.glMatrixMode(bgl.GL_MODELVIEW)
bgl.glLoadIdentity()
eye = bge.render.getStereoEye()
if eye == bge.render.LEFT_EYE:
blf.position(0, (width * 0.2), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Left")
else: # bge.render.RIGHT_EYE:
blf.position(0, (width * 0.7), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Right")
"""
This patch adds the following R/W properties and method to `KX_GameObject`:
- `linearDamping` -- get/set linear damping
- `angluarDamping` -- get/set angular damping
- `setDamping(linear, angular)` -- set both simultaneously
These allow runtime changes to the same properties that are accessible at design time in Blender's UI via `game.damping` and `game.rotation_damping`. The names of the properties were chosen to mirror the internal names of the BGE physics engine, as these are (AFAIK) also the commonly used names in physics literature.
Reviewers: campbellbarton
Projects: #game_physics
Differential Revision: https://developer.blender.org/D936
Instead of getting fancy this time, we'll just use Mahalin's simpler
fix. This may have slight performance impacts, but it is a lot simpler
than the previous fix and shouldn't cause as many bugs.
With this fix the mouse actuator movement works well as with even screen resolutions as odd screen resolutions.
Also it fixed the movement when the border of the blenderplayer window is out of the screen limits.
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D946
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.
Navigation mesh object need to access the current scene at
creation time. This can be at scene start or when an object
is instantiated from an inactive layer. The method of getting
the scene differs in these cases. This fix handles both.
Scene replacement with invalid scene name was crashing blender,
now it's a no-op.
KS_Scene.replace() to return a boolean to indicate if the scene
is valid and is scheduled for replacement. This allows more
robust game management.