ecc15e53bd
Removing channel manipulation from the Action Actuator Python API since this has been broken since the animation changes from Pepper. BL_ArmatureObject.channels should be used instead. For more information see bug #28843 for more info:
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http://projects.blender.org/tracker/index.php?func=detail&aid=28843&group_id=9&atid=306
2012-06-28 06:22:47 +00:00
1dccd4c98a
code cleanup: naming - pose/armature/image
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
b8a71efeba
style cleanup: follow style guide for/with/if spacing
2012-03-24 07:52:14 +00:00
89a963fb7f
style cleanup: comment blocks
2012-03-09 18:28:30 +00:00
4f7bdc59d3
style cleanup: spelling.
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also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
3fc2fbc333
style cleanup, use { on newline after function definition.
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spelling 'impliment' -> 'implement'
2012-02-25 16:49:59 +00:00
62963525ce
Fix for "[ #29911 ] Crash on reading BL_ActionActuator.channelNames"
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The crash occurred when an action actuator was attached to a non-armature object because objects that aren't armatures do not have pose data. A NotImplementedError is now raised if someone tries to access any of the following with an action actuator attached to a non-armature object:
BL_ActionActuator.channelNames
BL_ActionActuator.getChannel()
BL_ActionActuator.setChannel()
2012-01-22 23:15:35 +00:00
fb4ad50cee
use defines for property name lenghths in the BGE, were using 31,32,64,100.
2012-01-16 05:27:11 +00:00
6d965f4493
style edits for function declarations
2011-12-30 07:55:15 +00:00
f94614d791
BGE Animations: Getting the Action Actuator to behave better with pulse mode (on the sensor) and continuous enabled.
2011-11-23 23:29:36 +00:00
ec3b0c6a96
misc macro --> bli math lib functions
2011-11-06 15:17:43 +00:00
665f602f15
python string conversion
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- use _PyUnicode_AsStringAndSize where possible
- use %R for PyErr_Format(...) rather then running repr on the object explicitly
- use const char
2011-11-03 14:09:18 +00:00
4a04f72069
remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-23 17:52:20 +00:00
58a74bc87f
BGE Animations: Fixing various Action Actuator compatibility issues reported by Dalai in issue #28723 .
2011-09-25 07:03:20 +00:00
103b06d4df
BGE animations: fixing initialization order issues for BL_ActionActuator and BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
2011-09-04 01:42:47 +00:00
8295480bbe
BGE animations: Fixing a crash that would happen if the property for a property mode action actuator was invalid.
2011-09-03 19:33:07 +00:00
99d5fa70de
BGE animations: This is an attempt to help smooth out some more compatibility issues with the new action actuator. It now has a similar pulse behavior to the old actuator. This has worked well in most of my tests, but YoFrankie still has problems, and it appears to have gotten a little worse.
2011-09-01 21:47:46 +00:00
296cc41b03
BGE Animations: Various changes to make code reviewers happy:
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* Naming/style changes
* Taking advantage of switch statements
* Removing unneeded NULL checks
* etc
2011-08-29 06:19:55 +00:00
17e88915fd
BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator.
2011-08-11 03:27:47 +00:00
7707140fd1
BGE Animations: Always update the localtime used for continuous animations. Previously this was only done on a positive or negative pulse, which could lead to some issues with a continuous flipper animation.
2011-08-10 20:05:30 +00:00
88786f6fca
BGE Animations: Fixing the Continue option when using the Flipper play type. Also removing a couple of debug prints.
2011-08-09 03:06:22 +00:00
8883702f8a
BGE Animations: Various compatibility fixes:
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* 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
7e0049d27a
BGE Animations: Making the ping pong mode for action actuators behave more like trunk. The behavior is a lot closer, but there are still differences when interrupting a ping pong action. I'm still trying to decide if these are acceptable differences as they don't look all that simple to fix.
2011-08-06 00:35:16 +00:00
0eacdc94ba
BGE Animations: Removing unused code and adding some more comments.
2011-07-07 03:53:24 +00:00
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
46d12b480e
BGE Animations: Making the action actuator's loop end play mode work better.
2011-07-03 02:57:50 +00:00
5d7921691b
BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator.
2011-07-03 02:51:14 +00:00
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
b4b26b735c
BGE Animations: Fixing a bug where an action actuator could update a frame property when it wasn't active.
2011-06-30 20:08:05 +00:00
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
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
0fbca841ef
BGE Animations: Making the play modes for the Acton Actuator behave more like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to.
2011-06-23 22:00:54 +00:00
207911bdb3
Merge with trunk r37677
2011-06-20 22:55:18 +00:00
65af1dcecd
BGE Animations: Making sure the Action Actuator has a valid action before attempting to play.
2011-06-16 01:59:50 +00:00
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
08c155845d
remove unused arguments
2011-06-15 14:06:25 +00:00
8e85491ab7
BGE Animations: Adding a layer option to Action actuators.
2011-06-11 01:03:03 +00:00
c431863312
BGE Animations:
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* 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
e18bea1cfc
BGE Animations: Getting the Frame Property option of the Action Actuator working again.
2011-06-06 06:31:42 +00:00
39bbf3854a
BGE Animations: Reimplemented the continuous function of the action actuator.
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* 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
38d87ee48e
BGE Animations: Beginning work on the new action actuator.
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* Converted BL_ActionActuator::Update() to use the new action api (still just armatures)
* Not all of the functionality of the old Update() have been ported (Lood end, continued animation, etc)
* Things are still pretty messy. Once have things more flushed out, I'll start stripping more of the old actuator out.
2011-06-01 05:48:37 +00:00
Nathan Letwory
ab523e91d0
doxygen: gameengine/Converter tagged.
2011-02-25 13:30:41 +00:00
Nathan Letwory
5b607701a7
doxygen: prevent GPL license block from being parsed as doxygen comment.
2011-02-23 10:52:22 +00:00
Nathan Letwory
75bcf5b0b1
Remove header include, conflicts otherwise with BLI_math.h
2011-02-18 14:30:36 +00:00
Dalai Felinto
230aed6242
BGE: Action and ShapeKey Actuator PingPong playmode.
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I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
2011-02-16 19:53:39 +00:00
89c9aaaa25
remove references to BKE_utildefines where its not needed.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535
split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
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no functional changes.
2011-01-07 18:36:47 +00:00
0876fce009
rename and negate DISABLE_PYTHON --> WITH_PYTHON
2010-10-31 04:11:39 +00:00
8f1500da00
remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now.
2010-04-18 10:28:37 +00:00
081c1205a3
correct fsf address
2010-02-12 13:34:04 +00:00