Commit Graph

1340 Commits

Author SHA1 Message Date
Campbell Barton
83de5cb308 bge mesh conversion speedup, avoid calling ConvertMaterial() on every face.
now do per material bucket.
2012-11-11 01:54:30 +00:00
Campbell Barton
dfc55421df game engine material conversion: don't use the material to convert vertex colors, then extract back out (pre face). 2012-11-11 00:39:08 +00:00
Campbell Barton
67b74f96da - property sensor was converting floating point values to text then back to float - for floating point properties.
- IntValue's GetNumber() was convert int -> float -> double.
- BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
2012-11-10 22:32:15 +00:00
Campbell Barton
250109f5ac add argument so recent bge function mesh.transform_uv() so you can optionally transform between UV1 / UV2 2012-11-10 10:26:39 +00:00
Campbell Barton
fecc3b9d68 add 2 new utility functions to the BGE mesh py api.
mesh.transform(matid, matrix)
  mesh.transform_uv(matid, matrix, uv_index=-1))


much more efficient then looping over verts in python to transform them.
2012-11-10 09:45:43 +00:00
Campbell Barton
936f0388e8 code cleanup: some warnings and formatting for PyMethodDef's in the BGE. 2012-11-10 05:42:50 +00:00
Mitchell Stokes
f6a110d6ea BGE: Committing patch [#32697] "New BGE gravity API" by HG1.
This patch adds a gravity attribute to KX_Scene.
2012-11-10 03:11:18 +00:00
Campbell Barton
5a29885007 code cleanup: bge static functions & use C++ guarded alloc for the character class. 2012-11-09 23:47:06 +00:00
Antony Riakiotakis
8d0b2bc17f Compile fixes for recent boost changes 2012-11-05 15:23:09 +00:00
Mitchell Stokes
b2f837896d Fix for [#33090] "Segfault/Crash with Empty and Motion Actuator, Keyboard Sensor" reported by Martin Felke (scorpion81).
Apparently, not all objects have physics controllers, so now we do a NULL check in KX_ObjectActuator.
2012-11-05 15:13:54 +00:00
Joerg Mueller
5a8d5f77af Audaspace:
Replacing AUD_Reference with boost::shared_ptr.
2012-11-05 14:24:35 +00:00
Mitchell Stokes
f840bd4a9f BGE: This patch adds a character wrapper (similar to the already implemented vehicle wrapper) to control character physics options. Currently supported options are:
* jump() -- causes the character to jump
  * onGround -- specifies whether or not the character is on the ground
  * gravity -- controls the "gravity" that the character physics uses for the character

More options could be added (such as jump speed, step height, make fall speed, max slope, etc).
2012-11-04 20:56:02 +00:00
Campbell Barton
25591e958d style cleanup: tabs & whitespace 2012-11-03 15:35:03 +00:00
Mitchell Stokes
b6596467d9 BGE: Fix for bug #33025 "Character physics object won't stop moving with simple motion actuator" reported by Jared Smith (jsmithketchup). Characters no longer use a simple translation change for ApplyMovement(), they instead delegate to the character controller's setWalkDirection(). The motion actuator now sets this to (0, 0, 0) on a negative pulse. 2012-11-01 03:11:39 +00:00
Mitchell Stokes
028d5a64fc BGE: Committing patch #32291 "Updated profiling layout for BGE" from Angus Hollands (agoose77). This patch adds a headers for the profiling information and for the debug properties so they are no longer jumbled together. It also modifies how debug properties are displayed; changes "swap" to "Frametime"; and changes the display from seconds to ms, which is much more useful.
In addition to this patch, I've also modified the precision of the numbers displayed in the profiling information to make things a little cleaner.
2012-10-30 22:45:08 +00:00
Campbell Barton
00acdb6292 remove CD_POLYINDEX customdata layer:
reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer

for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).

as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
2012-10-30 19:20:17 +00:00
Mitchell Stokes
3bf9bb3b13 BGE: Adding support for Bullet's collision masks. Each object now has a collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
2012-10-30 15:44:16 +00:00
Campbell Barton
5549904171 style cleanup 2012-10-29 02:11:40 +00:00
Campbell Barton
aeba4950c3 style cleanup 2012-10-27 10:42:28 +00:00
Campbell Barton
9c58865d20 code cleanup: remove $Id's that crept back in, also osl style edits 2012-10-23 11:47:23 +00:00
Campbell Barton
ddc2dbc2a4 style cleanup 2012-10-22 08:15:51 +00:00
Campbell Barton
d599b643b7 style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
Campbell Barton
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
Campbell Barton
7deb8d8a26 code cleanup: spelling 2012-10-20 20:36:51 +00:00
Campbell Barton
bc8f602601 style cleanup 2012-10-20 18:46:57 +00:00
Campbell Barton
504180674e style cleanup: bge 2012-10-15 04:16:34 +00:00
Campbell Barton
ab86e9593b add missing redraw notifier for separate UV operator, also some style cleanup and remove unused define. 2012-10-15 03:17:10 +00:00
Campbell Barton
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
Campbell Barton
3a947cf537 code cleanup: remove redundant casts 2012-10-14 08:49:01 +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
b1c4809f50 rename BGE KX_GameObject attrs
* group -> group_parent
* members -> group_children

so its more clear what direction the relationship is.
2012-10-09 06:03:57 +00:00
Campbell Barton
8d2835b5e5 patch [#31875] Patch to get scene access through a game object
from Jay Parker (battery)
2012-10-09 05:58:09 +00:00
Campbell Barton
b16ca24d98 code cleanup: quiet -Wreorder 2012-10-09 03:14:38 +00:00
Mitchell Stokes
244ce92dbd BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.

There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08 03:28:11 +00:00
Mitchell Stokes
7beff06950 BGE: Committing patch [#31442] "API improvements: Group references python api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject:
* KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned
  * KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
2012-10-07 00:09:02 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
c2a1dcf621 fix for error in recent commit (made function static that shouldn't have been), add extra gcc warnings to cmake. 2012-09-16 01:35:00 +00:00
Campbell Barton
beac985ab7 code cleanup: make local game engine functions static 2012-09-16 00:22:55 +00:00
Mitchell Stokes
3e4b353cfa BGE: LibLoaded sensors that made use of physics controllers (touch, collision) could cause various physics problems (like infinite loops in Bullet, etc). This happened because their KX_TouchEventManagers were merged prior to having their physics controllers merged, which has now been fixed. Thanks to Kupoman for hunting down the fix! 2012-09-13 00:46:50 +00:00
Campbell Barton
47ec91e8d3 code clenup: comments and some style edits on ghost/osx (odd indentation) 2012-09-06 02:10:09 +00:00
Campbell Barton
914d389713 fix for building without python, also rework python-main-loop control in the BGE to not use RNA (use lower level BKE/BLI funcs instead) 2012-09-04 03:26:12 +00:00
Campbell Barton
aaafa0c2fe code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later. 2012-09-03 22:04:14 +00:00
Benoit Bolsee
53f343edd7 ..\commmit_hive.txt 2012-09-01 21:23:05 +00:00
Mitchell Stokes
b78b1924f3 BGE: Make sure lib loaded cameras are added to the active scene's camera list. 2012-08-26 23:17:50 +00:00
Campbell Barton
ee96cde864 style cleanup: whitespace 2012-08-26 11:35:43 +00:00
Campbell Barton
9ecc6fdcc7 style cleanup 2012-08-23 07:10:48 +00:00
Dalai Felinto
59c8c645c3 patch/bugfix [#32006] Fix for Collision Sensor - R6025 pure virtual function call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash 2012-08-19 20:45:34 +00:00
Campbell Barton
9e742ffc2b style cleanup: also correct some doxy comments 2012-08-18 13:07:48 +00:00
Mitchell Stokes
a6d1b955ab Moving more duplicate code from GPU_create_gl_tex_compressed() and BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings. 2012-08-18 03:32:28 +00:00
Campbell Barton
b96c622015 style cleanup 2012-08-11 22:12:32 +00:00