Bastien Montagne
16ed997d21
Fix build with GE and WITH_CXX_GUARDEDALLOC enabled…
2013-08-19 15:02:28 +00:00
Mitchell Stokes
9afae77fed
BGE: Finally adding support for additive layer blending.
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Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-14 23:31:49 +00:00
Campbell Barton
97d4fb4161
code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too.
2012-10-09 13:36:42 +00:00
Campbell Barton
cc0784c1b9
optionally use guarded alloc for tiles compositor, also replace allocation functions with a macro.
2012-06-25 09:14:37 +00:00
Campbell Barton
b8e019d839
use __ prefix on header guards to avoid mixing up defines with api functions / classes.
2012-02-23 10:41:31 +00:00
Campbell Barton
4a04f72069
remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-23 17:52:20 +00:00
Mitchell Stokes
9b5c0f65aa
BGE Animations: Increasing the max layer count to 8 as per a user request. Also, layer checks were checking for values between 0 and MAX_ACTION_LAYERS when they should have been checking for values between 0 and MAX_ACTION_LAYERS - 1.
2011-08-16 19:59:08 +00:00
Mitchell Stokes
8883702f8a
BGE Animations: Various compatibility fixes:
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* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area.
* Continuous works a lot better.
* BL_Action::SetFrame() should work a little smoother.
2011-08-08 04:28:30 +00:00
Mitchell Stokes
0eacdc94ba
BGE Animations: Removing unused code and adding some more comments.
2011-07-07 03:53:24 +00:00
Mitchell Stokes
ceabc6d119
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-05 05:22:02 +00:00
Mitchell Stokes
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
Mitchell Stokes
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
Mitchell Stokes
f1a2d46aa0
BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis.
2011-06-23 22:12:49 +00:00
Mitchell Stokes
c02006bc2b
BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing.
2011-06-16 01:18:52 +00:00
Mitchell Stokes
c431863312
BGE Animations:
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* Adding BL_Action::Play() and BL_Action::Stop()
* Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
* Making the Property play type work for the Action actuator.
2011-06-11 00:14:47 +00:00
Mitchell Stokes
39bbf3854a
BGE Animations: Reimplemented the continuous function of the action actuator.
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* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01 07:42:40 +00:00
Mitchell Stokes
54a37ba855
BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:
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BL_ActionManager:
* IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.
KX_GameObject:
* PlayAction(...) - Adds an action to the object's action manager
* StopAction(short layer) - Remove an action from the object's action manager
* IsActionDone(short layer) - Check if an action has finished playing
2011-06-01 05:46:19 +00:00
Mitchell Stokes
07dca94476
BGE Animation:
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* Adding IPOs to BL_Action
* Adding a "speed" option to adjust the playback speed by some factor
2011-05-28 07:15:27 +00:00
Mitchell Stokes
bd5f78d1a0
Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gcc
2011-05-27 08:45:48 +00:00