Commit Graph

278 Commits

Author SHA1 Message Date
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +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
Mitchell Stokes
47c7266522 Accidentally did a commit when I wanted to revert... (ignore my last revision) 2012-08-08 01:29:20 +00:00
Mitchell Stokes
843b45cafa 2012-08-08 01:24:48 +00:00
Campbell Barton
e86e5074f6 code cleanup: double promotion warnings 2012-08-02 21:17:12 +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
Antony Riakiotakis
4e6590067d revert 45924, not a very clean solution, especially for external libraries and looks like -fpermissive is used in linux too 2012-04-24 16:14:23 +00:00
Antony Riakiotakis
0db3c5f743 Remove mingw-w64 errors from loss of precision by converting 64bit pointers to ints. All cases found were harmless and the error behaviour could be turned off by the -fpermissive flag but I'd rather keep that off to detect any real problems should they arise. 2012-04-24 14:33:44 +00:00
Antony Riakiotakis
8b476d0275 First MinGW-w64 support for cmake has been added. To test I recommend this build:
http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download

Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them.

This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64.

Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup).

Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW.

The wiki docs have also updated. Happy testing!
2012-04-23 20:09:59 +00:00
Campbell Barton
07065b27b8 style cleanup 2012-03-28 05:03:24 +00:00
Campbell Barton
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
Campbell Barton
4f19c1a995 spelling cleanup 2012-03-18 07:38:51 +00:00
Campbell Barton
02f707e9da minor mathutils code cleanup - use mathutils callbacks as unsigned chars everywhere. 2012-03-17 10:46:02 +00:00
Campbell Barton
2fbb5ce833 bmesh py api: more comprehensive intro page, also fix some spelling errors. 2012-03-13 06:22:43 +00:00
Campbell Barton
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
Campbell Barton
4f7bdc59d3 style cleanup: spelling.
also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
Campbell Barton
ea13ec1699 Spelling Cleanup 2012-03-01 12:20:18 +00:00
Campbell Barton
40c59b1a3d minor edits to have the game engine and player building. 2012-02-19 23:36:10 +00:00
Dalai Felinto
6964b5a6c4 cucumber merge: world scaling + video texture constants
revisions: 38166,38167,38177,38179,38180,38187,38242

To be implemented after merge:
1) add pydocs(rst) for the video texture new defines
2) see if a NodeSetLocalMatrix would fit well

#43439 by kupoman
Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code

#38242 by kupoman
Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk

#38187 by kupoman
Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject.

#38180 by kupoman
The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information.

#38179 by kupoman
Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling.

#38177 by kupoman
Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself.

#38167 by kupoman
Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations.

#38166 by kupoman
Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
2012-01-22 03:21:28 +00:00
Campbell Barton
3b9b6051d9 rename mathutils constructors to match other parts of the bpy/api (no functional changes) 2011-11-24 04:45:36 +00:00
Campbell Barton
4c17f8e5de PyUnicode_From_STR_String utility function which passes STR_String to PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-06 01:39:36 +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
Campbell Barton
6778f7ae05 clear some warnings. 2011-10-09 04:11:18 +00:00
Mitchell Stokes
2636be0ac0 BGE Animations: Fixing some refcount issues with KX_Scene::m_animatedlist (fixes m_animatedlist crashes) and some whitespace issues with KX_GameObject::GetActionManager(). 2011-09-16 20:08:05 +00:00
Benoit Bolsee
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
Mitchell Stokes
1f8291f78d BGE animations: Adding a separate list to KX_Scene for animated objects. This makes scenes with a lot of non-animated objects faster. In my test scene with 8000 static, non-animated cubes my time spent on animations went from 1.5~1.7ms to 0.001ms. 2011-09-03 20:48:47 +00:00
Campbell Barton
0cd5dce245 whitespace edits 2011-09-03 02:15:49 +00:00
Campbell Barton
2365c64014 whitespace bge edits 2011-09-01 02:12:53 +00:00
Mitchell Stokes
812d5d2e5c BGE Animations: The return type for KX_GameObject.getActionFrame() was an integer when it should have been a float. I've fixed this and converted the tabs in the new BGE animation docs to space. I have also added more info on return types for KX_GameObject.getActionFrame() and KX_GameObject.isPlayingAction(). 2011-08-31 22:32:14 +00:00
Joerg Mueller
43ab8e8624 * Merge trunk up to r39790.
* Subversion bump (also for init_userdef_do_versions).
* Minor fix for compilation without ffmpeg.
2011-08-30 08:22:03 +00:00
Campbell Barton
974a06823e bge py api XK_GameObject.linVelocityMin was returning linVelocityMax. 2011-08-27 01:37:47 +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:
* 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
387439390d BGE Animations: Fixing some warnings from GCC about initialization order. 2011-07-29 21:58:31 +00:00
Mitchell Stokes
c9c51776ee BGE Animations: Some updates to the Python api:
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
  * Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
  * Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
  * Fixed a few newline issues.
2011-07-16 05:25:15 +00:00
Joerg Mueller
d9cf985730 Merging trunk up to r38329. 2011-07-12 13:09:22 +00:00
Campbell Barton
7370ba1839 fix for NULL pointer usages 2011-07-09 19:59:32 +00:00
Mitchell Stokes
eb55fd1b17 BGE Animations: Fixing a typo: fram -> frame 2011-07-05 22:33:01 +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
12ca476b8b BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short. 2011-06-23 23:18:53 +00:00
Mitchell Stokes
ea47125f16 BGE Animations: Exposing KX_GameObject's GetActionFrame() and SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time. 2011-06-23 22:44:24 +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
e67edaf6ac BGE Animations: KX_GameObjects now only instantiate a BL_ActionManger if they need one. 2011-06-11 00:22:35 +00:00
Mitchell Stokes
c431863312 BGE Animations:
* 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.
* 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:
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