Commit Graph

12000 Commits

Author SHA1 Message Date
9c8f09d2a0 bug in copy weight group since 2.44, accessing free'd memory. 2009-05-18 14:20:16 +00:00
65bd48c896 [#18778] Lattice Vertex Groups Don't get deleted
fixed 'Copy Group' for lattice too.
2009-05-18 11:15:24 +00:00
b1a393e815 Bugfix #18733 & #18609 (revisited)
New imbuf scaling code, advertised as "quick and quality" gave
inacceptable noise and rounding errors. 

Check this bugreport for images that show it well:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=18609&group_id=9

For release, better disable this code and fall back on perfectly
working old code. :)
2009-05-18 10:34:26 +00:00
cb96dc40e8 Sensor objects were initialized as invisible, which conflicted with initializing the invisible setting from the outliner render object (which it seems nobody knew about).
Added an 'Invisible' button to make this more clear, it seems like a display option but its also related to logic because the actuators can toggle this after the game starts.

Without this its annoying to add UV's only to set the invisible flag.

Sensor objects were not clearing the softbody gameflag
2009-05-18 10:27:09 +00:00
07fc2aa526 BGE #18665: Servo control and relative motion
Servo control motion actuator did not work as expected when the object
is moving on a moving platform. 

This patch introduces a new Ref field in the servo motion actuator
to set a reference object for the velocity calculation.
You can set the object during the game using the actuator "reference"
attribute; use an object name or an object reference.

The servo controller takes into account the angular velocity of the
reference object to compute the relative local velocity.
2009-05-18 08:22:51 +00:00
5a16f0b60c Bugfix for FBX export for animations
in 2.48 constant interpolations meant that wasnt a problem but since it now uses linear interp. you can notice errors with animated characters because the 2 eulers are not compatible.

Added optional euler_compat argument to matrix.toEuler(eul) and quat.toEuler(eul) so when getting the euler rotations from a list of matrices the animation curve will be continues.
Also added euler.makeCompatible(euler).

- warning silenced for imagepaint.c
2009-05-18 04:11:54 +00:00
9a40f4d2a6 BGE: bookmark option on controller to make them run before all other controllers.
A new bookmark button is available on the controller UI. 
When set, the controller is guaranteed to execute before all
other non-bookmarked controllers, provided it is scheduled 
for execution. 

This is useful for initialization scripts that run once at startup or
scripts that must set some prerequisite for the other controllers at
the start of each logic frame.

This feature is also available at python level with the "bookmark"
attribute. It can be changed during the game.

Note that if several script are bookmarked, their relative order of 
execution is not guaranteed. Make sure they don't depend on each other.
2009-05-17 21:50:31 +00:00
Dalai Felinto
9ce8a67690 BGE Dome: removing of size option and adding tilt option.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option.

- Tilt option to tilt the camera (for planetarium domes).
Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ).

- This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
2009-05-17 20:37:13 +00:00
3ea1c1b4b6 BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility.
A new type of "Sensor" physics object is available in the GE for advanced
collision management. It's called Sensor for its similarities with the
physics objects that underlie the Near and Radar sensors.
Like the Near and Radar object it is:
- static and ghost
- invisible by default
- always active to ensure correct collision detection
- capable of detecting both static and dynamic objects
- ignoring collision with their parent
- capable of broadphase filtering based on:
  * Actor option: the collisioning object must have the Actor flag set to be detected
  * property/material: as specified in the collision sensors attached to it
  Broadphase filtering is important for performance reason: the collision points
  will be computed only for the objects that pass the broahphase filter.
- automatically removed from the simulation when no collision sensor is active on it

Unlike the Near and Radar object it can:
- take any shape, including triangle mesh
- be made visible for debugging (just use the Visible actuator)
- have multiple collision sensors using it

Other than that, the sensor objects are ordinary objects. You can move them
freely or parent them. When parented to a dynamic object, they can provide
advanced collision control to this object.

The type of collision capability depends on the shape:
- box, sphere, cylinder, cone, convex hull provide volume detection.
- triangle mesh provides surface detection but you can give some volume
  to the suface by increasing the margin in the Advanced Settings panel.
  The margin applies on both sides of the surface.

Performance tip:
- Sensor objects perform better than Near and Radar: they do less synchronizations
  because of the Scenegraph optimizations and they can have multiple collision sensors
  on them (with different property filtering for example).
- Always prefer simple shape (box, sphere) to complex shape whenever possible.
- Always use broadphase filtering (avoid collision sensor with empty propery/material)
- Use collision sensor only when you need them. When no collision sensor is active
  on the sensor object, it is removed from the simulation and consume no CPU.

Known limitations:
- When running Blender in debug mode, you will see one warning line of the console:
  "warning btCollisionDispatcher::needsCollision: static-static collision!"
  In release mode this message is not printed.
- Collision margin has no effect on sphere, cone and cylinder shape.

Other performance improvements:
- Remove unnecessary interpolation for Near and Radar objects and by extension
  sensor objects.
- Use direct matrix copy instead of quaternion to synchronize orientation.

Other bug fix:
- Fix Near/Radar position error on newly activated objects. This was causing
  several detection problems in YoFrankie
- Fix margin not passed correctly to gImpact shape.
- Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
96aa60cee3 cmake: apply ADD_SUBDIR patch. 2009-05-17 12:25:06 +00:00
d4116adf11 Bugfix #18676
Texture "map to" Ambient did work now (previous fix) but not for
ambient occlusion yet.
2009-05-17 10:30:13 +00:00
6dad6bb9bf Bugfix #18756
Texture nodes: on file load, the preview render signal was ignored.
Found out it ignores it all the way, inserting refreshes all over, not
using the 'afterqueue'. Will live with that for now, in 2.5 it's nicer
supported anyway.

Just added another refresh line on the proper signal to make it look nice
on file loads.
2009-05-17 09:56:48 +00:00
cd3e447bb8 Same tooltip whether snap button is press or not (it used to have a different one when turned on). 2009-05-16 23:47:17 +00:00
d1f71a3456 Bugfix: Changing ShadowBufferSize didn't update 3d view - reported by nudelZ via IRC (simple update call was missing) 2009-05-16 21:16:04 +00:00
23251ba286 Fix for bug #18622
Snapping has to be reinit after changing mode during transform.

Needs to be fixed in 2.5 too, but a tad differently.
2009-05-14 18:32:27 +00:00
0035345136 Bugfix, sorta :)
Removed option to choose rendering to yafray. New yafaray is better, and
already is being linked as option on the blender.org download page.
2009-05-14 12:36:07 +00:00
34f99fa4b9 Bugfix #18743
Render: raytracing materials with transp-shadow + SSS crashed
2009-05-14 11:36:52 +00:00
a74d2574ee Bugfix #18725
Particles using group-duplication, with Metaballs in group, enter eternal
loop in our code now. This is a non-supported case... metaball code doesn't
support recursions. Added a provision in code to catch this case, and print
an error in console to denote this.
2009-05-14 09:32:47 +00:00
d2cff7307d [#18685] dark pixels created when during texture "full baking"
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
2009-05-14 02:21:50 +00:00
c7519789b8 BGE: 1-liner patch to put the Always sensor in non pulse mode by default. I've seen enough games with Always sensors in pulse mode while they should not; this patch should prevent this common mistake. 2009-05-13 17:02:39 +00:00
Ken Hughes
77f321d15f Python API
----------
Fix problem with ShrinkWrap PROJECT_OVER_NORMAL setting.
2009-05-13 15:41:33 +00:00
82b4975ccf BGE #18732: Python Light options don't work with GLSL materials. Commited patch from dfelinto and moguri, thanks for the good work. 2009-05-13 06:42:15 +00:00
a70440d918 [#18735] Particle vertex group API for Python
from Alberto Santos (dnakhain)

Changed "None" to "" for returning an unset vertex group.
"" is a valid name for a vertex group this is asking for trouble.
2009-05-12 21:41:04 +00:00
3c0f6b65fb [#18711] Particle render API for Python
from Alberto Santos (dnakhain)
2009-05-12 21:27:01 +00:00
7d923df2bf [#18728] Particle (newtonian) physics API for Python
patch from Alberto Santos (dnakhain)
2009-05-12 21:13:29 +00:00
705764fe05 Fix face occlusion for projection paint, (was broken for all RC's but nobody noticed)
Its still not working right in perspective mode.
For bleed use a faster method then Barycentric weights function since the point is always on the edge.

last commit with memset in readfile.c missed one var.
2009-05-12 16:20:23 +00:00
b6fa9afccb [#13726] Segfault with (Re)Appending objects
fix this by freeing the lib-file-data after linking or appending, re-appending will be slower now
(as slow as appending for the first time).

Not strictly needed, set the memory for bhead's to zero in readfile.c since comparisons are done later on with this data making valgrind complain.

Added some missing headers too.
2009-05-12 15:28:07 +00:00
Ken Hughes
75b7bcab77 Python API
----------
Patch by Jean-michel Soler (jms) to support ShrinkWrap and SimpleDeform 
modifiers.
2009-05-11 22:27:06 +00:00
b75268d412 problem with unloading modules, py modules would be refreshed but external modules that were pyc or pyo's would be kept.
This made it not refresh the module when taking an external BGE Module and making it internal because the external pyc would never be freed so the internal text wouldn't get used until restarting blender.
2009-05-11 22:17:58 +00:00
0aeaf08242 Ugh, yet another try to fix [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render.
Hopefully it's now fixed for good.
2009-05-11 19:19:36 +00:00
Ken Hughes
c24a81a293 Remove incorrect "w" attribute from Eulers, gave warning in epydocs. 2009-05-11 16:57:54 +00:00
99849b659d Fix for bug #18683: GLSL refresh issue when adding lamp. There's still
cases where this goes wrong, as noted in the release logs, this is just
a temporary fix, in 2.5 can solve it properly with notifiers.
2009-05-11 12:06:53 +00:00
57beadf406 Second fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render 2009-05-07 22:31:19 +00:00
f590ffdadc [#18645] Texture painting smudge brush darkens images - 2.49RC1
not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down.
- added gameOb.attrDict to get the internal gameObject dict.
- mesh.getVertex wasnt setting an exception.
2009-05-07 14:53:40 +00:00
779bf435ef python3 compatibility for the BGE api, this only works with scons when WITH_BF_NOBLENDER is enabled.
Mathutils, Geometry and BGL modules are currently disabled with python3
2009-05-07 05:23:15 +00:00
c46fa2745a smudge on float images crashed 2009-05-07 01:27:58 +00:00
c1e1091f02 moved py controller functions from SCA_PythonController to SCA_IController - the base controller class so python can get the sensors & actuators from any controller (not just SCA_PythonController types)
also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes.

an example of getting every sensor connected to an object.
 all_sensors = [s for c in ob.controllers for s in c.sensors]
2009-05-06 09:12:08 +00:00
25b415f310 Fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render 2009-05-06 08:33:40 +00:00
013afe4314 [#18690] mesh ripping allowed on multires
also fixed uninitialized variable use in the BGE when shaders are not supported.
2009-05-06 01:41:04 +00:00
31b52cf953 Bugfix: Data from hidden objects was still being taken into account for many NLA-editor operations
NOTE for Merging - do not port this commit, since the changes here are utterly irrelevant to the new system
2009-05-05 23:15:31 +00:00
9e8261a13b Disable importing module python controller scripts at conversion time because it can run BGE functions and crash since the internal state isnt setup yet.
face-select mode wasnt working when used with projection paint.
2009-05-05 05:57:08 +00:00
be2c21bcdb BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.

The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.

Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
2009-05-04 22:21:02 +00:00
42d571bf19 Fix for msvc compile error reported by Wahooney - thanks 2009-05-04 14:41:25 +00:00
3226b33e48 python geometry function Geometry.BezierInterp(vec_knot_1, vec_handle_1, vec_handle_2, vec_knot_2, resolution)
can use 2D-4D vectors

Also made 3ds import give a message when no python installed
2009-05-04 13:01:18 +00:00
d85bbb8070 on second thought its less trouble to make a python script that makes all the getset's in the array, apologies to Alex for suggesting this be dynamic :/
included python script to print out getsets as a comment
2009-05-03 19:47:13 +00:00
8a83aff9f5 [#18678] Swizzle properties for Mathutils.Vector
patch from Alex Fraser (z0r)

eg.
  - vec.xyz = vec.zyx
  - vec.xy = vec.zw
  - vec.xxy = vec.wzz
  - vec.yzyz = vec.yxyx

See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)

made some minor modifications to this patch.

tested access times and adding 336 attributes to vectors doesn't make a noticeable differences to speed of existing axis attributes (x,y,z,w) - thanks to python dict lookups.
2009-05-03 17:52:03 +00:00
03a0770df5 Bugfix #17929
Old bug (2.42): when using node material, transparent shadow did not work.
It was missing to set the proper 'pass flag'.

Do note an important difference with non-node materials for 'transparent shadow'. 
If there are no nodes, it uses the color from the unshaded material. When it has 
nodes, it uses the color output from the entire node tree, which is typically 
from shaded materials. The latter is because node shaders have no support for 
shade passes yet (it only outputs rgb + a).
2009-05-03 17:48:32 +00:00
56b8ce2ec1 Bugfix 18671 revisted
Node editor didn't support editing non-material texture node trees.
Campbell pointed me to fact it's been used already, like for brush
painting. However, this only worked via linking the texture to a
material... hackish stuff.

Now the Node Editor supports all other Textures too, with three extra
icon buttons to define which.

- Active Object: for textures linked to Materials or Lamps
- World: textures from Scene world.
- Brush: textures from active Brush 

The latter can only be set and used when in Paint or Sculpt mode:

- Paint mode: in Image window, Paint Tool panel, set active brush
- Sculpt mode: in EditButtons, Texture panel, select empty slot, add texture.

Note that refreshes of previews in Node Editor is not always happening on
switching contextes. Just click a socket to refresh view.
2009-05-03 13:22:26 +00:00
c35299363f Fix for bug #18659: glsl math material node, "tangent" option didn't work. 2009-05-03 13:17:37 +00:00
b89126dbe8 Bugfix #18676
Map a texture to Material Ambient factor didn't work. 
Probably not since 2.42 or so... :)
2009-05-03 12:06:43 +00:00