Commit Graph

606 Commits

Author SHA1 Message Date
3ad55e1541 nurbs surface resolution is now per segment rather then being distributed over the whole surface.
This is what 2D do alredy and makes resolution settings more like subsurf level.

- This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature.
- Using the do-versions from recent curve interpolation fix.

Tested with these files.

http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip
2008-09-26 19:00:49 +00:00
8e1cf42dbd BGE patch: local/global flag to distance contraint actuator.
Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected). 
The N flag works differently in this case: only the object 
orientation is changed to be parallel to the normal at the hit
point. 

The linear velocity is now changed so that the speed along the 
ray axis is null. This eliminates the need to compensate the 
gravity when casting along the Z axis.
2008-09-26 18:03:14 +00:00
bc28feb997 re-use some Blender soft body settings for Bullet game soft bodies 2008-09-25 16:48:25 +00:00
718e2bf74f improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices
2008-09-25 03:02:30 +00:00
38a80ff9a5 BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python function. 2008-09-24 22:58:49 +00:00
d72d4a5058 fix for [#11744] NurbCurve Radius incorrect
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.

Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
2008-09-23 13:35:32 +00:00
315ef8213c BGE patch #17483 approved: object actuator DRot reverted since Blender 246. 2008-09-22 17:12:57 +00:00
b40ed96a78 Patch #17665 by Vladimir Marek
Fixes for solaris compiling
2008-09-22 15:59:50 +00:00
8471184dc5 Merging fluidcontrol to trunk from rev16649 fluidcontrol branch. Code provided by Nils Thuerey. 2008-09-21 18:20:02 +00:00
afe851b6d1 Sunsky / Atmoshphere:
- Added blending mode and factor option, so it's more clear and
  controllable what happens with it. Also nice for crazy effects
  of course!
- Preview render now shows preview for it too

On the todos:

- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely 
  not good... but a fix will make old files look very different.
2008-09-21 16:04:33 +00:00
518b8fe018 svn merge -r 16593:16648 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-21 13:03:39 +00:00
a9988317c9 Added select grouped property (objects with shared property names will be selected)
(updated select group toolbox and header menu)

Added 2 copy property options - Replace All and Merge All, since there was no way to remove all properties, or set all objects game properties to be the same as the active objects.
Added set_ob_property(ob, prop) to property api.

bugfix in python api, copyAllPropertiesTo, it didnt check for duplicates or that it wasnt copying from/to the same object.
2008-09-21 10:12:33 +00:00
4f737bafa7 == Render ==
Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.

The step is change in Scene buttons (F10), below start and
end frame buttons.

Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).

[ Brecht, this work with OpenGL renders and simulated
  the skipped frames, please double check ]
2008-09-19 21:57:15 +00:00
a44177a401 BGE patch: new 'Advanced Settings' button to keep special Bullet options away from main UI.
Three features that were on the main UI interface are now 
moved to the Advanced Settings panel:
Margin, Actor (that becomes Sensor Actor) and No sleeping.

Sensor Actor is now a feature: it can be turned on and off
for all types of objects, and not just static objects.
Select the Sensor Actor button to make the object visible
to Near and Radar sensor.
The button is selected by default for dynamic objects
and unselected by default for static objects, to match
previous behavior.
2008-09-19 20:41:38 +00:00
fc312fae98 svn merge -r 16454:16593 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-18 14:59:44 +00:00
9b7d40dbae BGE patch: bullet buttons UI change after discussion with Erwin: use a drop down instead of a series of buttons. Introduction of soft body option. 2008-09-16 22:52:42 +00:00
0922ecee93 "Fix" for #17636 Crashing bug - won't open a file
- The cause was indeed corrupted particle settings which should have caused a deletion of the whole particle system. However the particle modifier was still left and that led to the crash.
- A "fix" because there's really no way of knowing what caused the corruption of the particle settings. If anyone else gets this and can recreate I'd love to get a .blend. Now that there shouldn't be a crash anymore the symptom will be a missing particle system after file load in an object that had a particle system before.
2008-09-16 18:40:54 +00:00
80458f69b2 Added check for failing linking of a ID_PA block. 2008-09-16 16:20:51 +00:00
41a0b56b70 BGE patch: new Physics button and margin parameter in Logic panel. Change subversion.
The Physics button controls the creation of a physics representation 
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.

The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through 
Python. By default, the collision margin is set to 0.0 on static 
objects and 0.06 on dynamic objects. 
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.

Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is 
now kept "inside" the object for box, sphere and cylinder bound 
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding. 
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects. 

The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions. 

This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects: 
center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
704fef314a Various game engine fixes:
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
  to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
  the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
  Letterbox with bars, the latter doesn't make sense then.
2008-09-14 00:32:18 +00:00
729af67742 Bugfix: saved game engine runtimes failed to load library .blend
files with relative paths.
2008-09-11 13:00:54 +00:00
190aae27ae svn merge -r 16369:16454 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-10 11:04:07 +00:00
e8621cf05e Grease Pencil - Available in Image Editor:
Grease Pencil is now available in the image editor. It is important to note that the strokes drawn WILL NOT become part of the image visible at the time.

Unfortunately, 'fancy' stroke drawing cannot be enabled for use with the 'Stick to View' setting here, as the scaling is wrong.
2008-09-05 07:12:04 +00:00
d2c13039ed svn merge -r 16320:16369 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-05 00:12:01 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
3bab89cc1c Merge from trunk 16122-16307 2008-08-30 14:32:16 +00:00
5dafc1a553 svn merge -r 16060:16222 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-22 09:31:32 +00:00
57d1a1eac2 New things for particle effectors:
- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
   -Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
   -The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
2008-08-21 21:12:27 +00:00
5aecd230cb Fix for bug #17485: inter object sensor/controller/actuator links could
get lost in reading libraries. The pointers were being remapped in the
expand stage, but not all objects were guaranteed to be linked in at that
point, so they got lost. Now it always does this in the lib linking stage
for both regular and library objects.
2008-08-18 11:55:40 +00:00
d5a890c078 a) New unified effector system by Janne (jahka) + Me (genscher): particle and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :) 2008-08-18 11:09:27 +00:00
68765dc94b Win64 commit: first little commit to test how it compiles on other plattforms - I'll then commit the other changes if all is fine :) 2008-08-17 16:36:37 +00:00
c5d902133f Bugfix for a) Fluid ipos gone after save-load b) changing viscosity causes fluidsim to be reversed [both reported by broken] (at least 3 known bugs left) 2008-08-14 09:19:41 +00:00
5a310fe8e1 Bugfix for non-compiling on msvc and mingw (reported by Matt) 2008-08-12 09:36:51 +00:00
1d87a596e4 svn merge -r 15800:15973 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-05 16:12:40 +00:00
53e535dfcf Text Markers: multiple, coloured selections within a Text object with group relationships. They allow portions of text to be edited as one and enable quick jumping between and editing of different areas.
Flags control the behaviour and grouping of markers. At present, Ctrl+M places a marker with TMARK_EDITALL set for testing purposes.

I have also split the text area event handler into separate methods for marker handling and the existing text tools. This makes the events system much easier to follow as it was getting a little hairy.
2008-08-04 23:01:47 +00:00
ed5002458b Merged 15771:15912 from trunk 2008-08-01 23:39:52 +00:00
908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00
7762ef9574 Almost done with 'Phase 1': Fixed depsgraph update of modifier, fixed material index deletion, fixed face flag deletion (using face0 now as old fluid code) 2008-07-27 12:28:34 +00:00
5ae7824a47 svn merge -r 15649:15800 https://svn.blender.org/svnroot/bf-blender/trunk/blender + forgot something in last commit --> e) Last simulated Frame will stay and not turn into cube/domain after last valid simulated frame. f) Fixed loading of old fluidsims (1 parameter was wrong) 2008-07-27 10:46:46 +00:00
4a8aa06a14 Merge from trunk
revs. 15635:15771
2008-07-26 10:45:11 +00:00
d7fecc9e96 Fluid control: WIP commit before weekend, not working is crashing on the first 3 frames 2008-07-25 18:57:16 +00:00
0118a82379 added support for doubles to the id property code, and made the python code use them by default 2008-07-24 19:22:17 +00:00
8a1dbea363 == Grease Pencil - UI Improvements ==
Based on user feedback, I've made some changes to the Grease Pencil UI (most notably in 'Time Editing' facilities). 
* 'Edit Timing' button gone
* Pin button and '<Grease Pencil Data' string gone from Action Editor
* Action Editor in 'Grease Pencil' mode now displays all grease-pencil datablocks for current screen. 
* AE: GP-Datablocks are drawn like 'groups', with an expand/collapse button to show/hide layers. Its name shows the type of space it comes from, and shows indicative status info (i.e. for 3d-view, it shows view-angle)
* Added refresh calls for action editor after editing relevant data.

I haven't tested all tools yet, but most should be stable. 

Also, I've removed some unnecessary buttons, and added a few tooltips. There's also some experimental code to try to get clearer indication of 'active' layer.
2008-07-23 12:27:08 +00:00
Maxime Curioni
0c494442d3 soc-2008-mxcurioni: merged changes to revision 15705 2008-07-23 06:02:18 +00:00
32d10bca2b == Grease Pencil ==
Grease Pencil is a tool which allows you to draw freehand in some views, allowing you to annotate/scribble over the contents of that view in either 2d or 3d. This facilitates many easier communication and planning abilities.

To use, simply enable it from the View menu (choose 'Grease Pencil...' and click 'Use Grease Pencil'). Then, click+drag using the left-mouse button and the shift-key held to draw a stroke.

For more information, check the following page on the wiki:
http://wiki.blender.org/index.php/User:Aligorith/247_Grease_Pencil
2008-07-22 09:53:25 +00:00
f042a468fd Merged 15170:15635 from trunk (no conflicts or even merges) 2008-07-18 23:35:34 +00:00
7e7791755a Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9 2008-07-03 10:38:35 +00:00
5372def2b0 BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.

State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.

GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.

The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 

The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.

A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:

Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.

Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00
10d59e7208 Merged from trunk
svn merge -r14988:15170 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-06-09 14:04:19 +00:00