Mitchell Stokes
843b45cafa
2012-08-08 01:24:48 +00:00
Campbell Barton
fd666b2c78
fix for bge module imports so you can do for eg:
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import bge.render as render
2012-08-06 14:29:25 +00:00
Mitchell Stokes
583fa7d1ea
Fix for [ #32054 ] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
2012-08-06 00:53:26 +00:00
Mitchell Stokes
958dc02774
Fix for [ #32270 ] "Removing a Character object from the scene causes a crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
2012-08-05 22:31:55 +00:00
Mitchell Stokes
a71fcd6a13
BGE: Fixing a NULL pointer exception caused by calling KX_Scene.active_camera when there is no camera in the scene.
2012-08-05 07:01:08 +00:00
Campbell Barton
3d20474414
style cleanup
2012-08-04 19:34:38 +00:00
Campbell Barton
6972e19fd5
code cleanup:
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
2012-08-03 22:12:57 +00:00
Campbell Barton
e86e5074f6
code cleanup: double promotion warnings
2012-08-02 21:17:12 +00:00
Sergej Reich
ce90041239
game engine: Fix CcdPhysicsEnvironment functions that accessed m_solverInfo
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The functions had no effect because m_solverInfo wasn't used anywhere.
Now we get the solver info from the dynamics world directly instead of using our own copy.
2012-08-01 17:59:32 +00:00
Campbell Barton
a199ae5368
style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-07-31 23:06:12 +00:00
Brecht Van Lommel
6d8fb7c0e7
Tweak to commit related to non-power-of-two textures, some cards claim to
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support this but actually don't, so use the function that checks for that.
2012-07-31 15:05:14 +00:00
Mitchell Stokes
ae483e0cd2
BGE: When using the "Restrict Animation Updates" option, animations are now truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
2012-07-29 23:53:21 +00:00
Mitchell Stokes
0690f6287c
BGE: Fix for [ #31993 ] "BGE Vertex deformer optimized method does not work properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...).
2012-07-29 23:49:17 +00:00
Campbell Barton
f608b3c444
code cleanup:
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
2012-07-29 17:49:14 +00:00
Mitchell Stokes
9d900fdd11
Fix for [ #32213 ] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
2012-07-29 06:28:50 +00:00
Mitchell Stokes
7755873771
Fix for [ #27484 ] "Run-time command line options don't work in Multi-texture mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
2012-07-29 05:59:03 +00:00
Mitchell Stokes
f5d643e950
BGE: Fixing a memory leaked caused by the character controller (CcdPhysicsController::m_characterController was not getting freed).
2012-07-29 00:34:18 +00:00
Mitchell Stokes
f405d8fa53
BGE: Fixing a performance regression with 2D filters. My changes caused a check to fail every frame resulting in constant recreation of textures.
2012-07-28 09:45:39 +00:00
Mitchell Stokes
f02254f026
Getting rid of some GLEW warnings when compiling ge_videotex in SCons.
2012-07-27 21:54:07 +00:00
Campbell Barton
4c2de5e0c7
fix some types and incorrect info
2012-07-26 17:41:09 +00:00
Mitchell Stokes
188da23192
Fix for [ #32185 ] "Incorrect physics for LibLoaded dupligroups" reported by Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects.
2012-07-26 09:35:52 +00:00
Mitchell Stokes
8f1666ee56
BGE: A better fix for using the Action Actuator with the Actuator Sensor. This one still allows frame properties to be updated after receiving a negative pulse. This also fixes bug [ #32179 ] "Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal" reported by Dalai.
2012-07-25 04:29:48 +00:00
Sergey Sharybin
69f7e96c5c
Hopefully Blender compiles again with MSVC
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Seems to be a conflict between different areas defining
round() function.
2012-07-24 09:08:27 +00:00
Mitchell Stokes
37246b3ca1
BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
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* distance
* lin_attenuation
* quad_attenuation
* spotsize
* spotblend
2012-07-23 20:24:35 +00:00
Mitchell Stokes
02b9ba16bc
Fix for bug [ #26122 ] "Overlay scene gets transparent when motion blur is enabled" reported by Alberto Torres Ruiz (dithi).
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The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
2012-07-23 01:00:56 +00:00
Mitchell Stokes
7fb85e1fb7
BGE LibLoad: Allow the user to disable loading text datablocks if they want to attempt to increase security by not loading potential Python scripts.
2012-07-22 22:58:12 +00:00
Campbell Barton
fefddc320d
code cleanup: use cosf and sinf when both args and results are float values.
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also remove local math functions in KX_Camera
2012-07-22 17:35:43 +00:00
Campbell Barton
9b51503307
style cleanup
2012-07-21 22:58:08 +00:00
Campbell Barton
62a73381a7
use fabsf when using floats.
2012-07-21 15:27:40 +00:00
Campbell Barton
d0e892a728
quiet double promotion warnings for the game engine.
2012-07-18 23:03:27 +00:00
Mitchell Stokes
52d2bae2bf
Fix for [ #32129 ] "2D filter texture width off by one?" reported by Alex Fraser (z0r).
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The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
2012-07-18 05:51:44 +00:00
Campbell Barton
32cf7fcdb1
code cleanup: spelling
2012-07-16 23:23:33 +00:00
Mitchell Stokes
4f6cc9a9aa
BGE: The Action Actuator now returns correct values to work with the Actuator Sensor.
2012-07-16 03:43:57 +00:00
Mitchell Stokes
ac8c56c6fc
BGE: Better fix for the textures not working with custom shaders regression. Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic).
2012-07-14 04:43:32 +00:00
Mitchell Stokes
831ae18622
Scaling non-power-of-two (NPOT) textures to powers of two is really time consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
2012-07-10 19:23:57 +00:00
Mitchell Stokes
1f9adff26f
Fix for a crash caused by ReplaceMesh changing an objects physics shape. CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
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Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
2012-07-10 02:05:06 +00:00
Mitchell Stokes
a40c367a35
BGE: Fixing up the error message received when trying to add an object from an active layer.
2012-07-09 18:55:50 +00:00
Mitchell Stokes
9d73cbf2c4
As a response to issue [ #28483 ] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
2012-07-09 04:57:21 +00:00
Mitchell Stokes
4ff0efd5a2
Fixing a memory leak when using Bullet's btGImpactMeshShape for triangle meshes (e.g., rigid bodies). The physic controller's free was only handling the case where regular triangle meshes were used.
2012-07-08 23:15:26 +00:00
Mitchell Stokes
9af3e3bb9b
Fixing a memory leak introduced by the Character Physics type patch: a new btGhostPairCallback was being created, but never freed.
2012-07-08 20:05:40 +00:00
Mitchell Stokes
8ce864784c
Fix for [ #31701 ] "radar causes collision" reported by Markus Rietz (afeature).
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The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
2012-07-08 05:00:16 +00:00
Campbell Barton
3a0593cc3d
code cleanup: dont use function calls like dot_v3v3, pow and sqrt within macros which results in calling the function multiple times needlessly.
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also added some comments.
2012-07-06 22:48:28 +00:00
Mitchell Stokes
b41561a406
Fix for [ #31978 ] "Horizon colour drawn on two edges of screen when a 2D filter is active" reported by Alex Fraser.
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The glViewport used for 2D Filters wasn't quite matching the 3d view. It seems the height and width were both off by one. There may be a deeper bug with the canvas rectangle having slightly wrong dimensions, but this at least fixes the 2D Filters.
2012-07-05 21:03:29 +00:00
Mitchell Stokes
9f7db7f3ea
Fix for [ #31122 ] "Properties cant have Spaces in names when using interval as a evaluation. Or else it'll fail to activate actuator." reported by Auuman Anubis.
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I cleaned up the INTERVAL check to do a much cleaner (and saner) range check that doesn't get messed up by spaces.
2012-07-05 20:34:42 +00:00
Campbell Barton
21bf13989f
code cleanup: remove Python.h include from blenkernel.
2012-07-04 20:13:39 +00:00
Bastien Montagne
558721ab59
More spell checking.
2012-07-04 15:04:38 +00:00
Bastien Montagne
468ef74ed7
More spell and typo fixes (mostly visualise->visualize, grey->gray, normalise->normalize).
2012-07-03 19:09:07 +00:00
Campbell Barton
1597ad9377
style cleanup
2012-07-01 09:54:44 +00:00
Campbell Barton
8b865c01cd
style cleanup: comments
2012-06-30 22:49:33 +00:00
Mitchell Stokes
436f02ab9c
Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
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One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-30 04:34:34 +00:00