Commit Graph

81 Commits

Author SHA1 Message Date
ff45582551 Added vec.reflect(mirror) method to Python Mathutils Vector type
also made sensor and actuator text areas a bit bigger so full names can be read.
2008-08-18 02:29:25 +00:00
fda00bc034 BGE patch: New Delay sensor (derived from patch #17472)
Introduction of a new Delay sensor that can be used to 
generate positive and negative triggers at precise time,
expressed in number of frames. 
The delay parameter defines the length of the initial 
OFF period. A positive trigger is generated at the end
of this period. The duration parameter defines the 
length of the ON period following the OFF period.
A negative trigger is generated at the end of the ON period. 
If duration is 0, the sensor stays ON and there is no 
negative trigger. 
The sensor runs the OFF-ON cycle once unless the repeat 
option is set: the OFF-ON cycle repeats indefinately 
(or the OFF cycle if duration is 0).

The new generic SCA_ISensor::reset() Python function
can be used at any time to restart the sensor: the
current cycle is interrupted and no trigger is generated.
2008-08-16 20:45:37 +00:00
1ffede8872 SCA_PythonController.cpp - Made errors in python print the controller name, useful when blender crashes on printing the python error which happens frequently.
buttons_logic.c - NULL checks for game logic buttons, linking in groups with some logic links to objects outsude the group could crash blender. There are NULL checks for this case elsewhere so I assume it should be supported.
CMakeLists.txt - remove YESIAMSTUPID option, is not used anymore.
2008-08-16 00:06:51 +00:00
c965ef7824 Fixing button placement typo reported by Carsten on mailing list 2008-08-14 19:16:55 +00:00
34bb446734 Simple changes to Motion Actuator UI.
This includes...

- Renaming dLoc and dRot as Loc and Rot ( as well as changing the tooltip to location and rotation ).  dLoc and dRot are programming terms, not user terms.

- Placing Loc and Rot as the two initial shown values, so that the physical ones are all shown together.

I also changed it so that only Loc and Rot are shown in the UI, unless the object is Dynamic ( as the other values only make sense if it is dynamic ).

These are just a few simple changes, that should make a lot of difference to users when learning how to use the GE.


--------------------------------------

Things I'd *really* like to do to this, when I get a chance to code Blender again ( hopefully in a few days time, after I have finished teaching on the GE course )...

Color / Colour tint the X,Y and Z entry boxes as slightly red, green and blue, to reflect the colour of the axis / transform gizmo
...or...
Just show X,Y and Z labels above all of the values.

Getting to grips with the whole XYZ thing is very confusing for users, esp when they are presented with 6 x 3 entry boxes.
2008-07-29 22:44:43 +00:00
5eb14d70b9 BGE patch: Add PyDoc for new logic bricks, set exception message on Py error, remove args on Py functions that don't take any to save CPU time 2008-07-23 21:37:37 +00:00
a18c723d55 BGE patch: Add min/max parameters to orientation constraint actuator
The min/max parameters define a minimum/maximum angle
that the object axis can have with the reference 
direction without being constrainted. The angle is 
expressed in degree and is limited to 0-180 range. 
The min/max parameters define a conical free zone
around the reference direction.

If the object axis is outside that free zone, the
actuator will tend to put it back using as a temporary
reference direction the vector that is exactly at
min or max degree of the reference direction 
(depending if the axis angle is below the minimum 
or above the maximum) and is located in the plane 
formed by the axis and the reference direction.

With a low damping value, this is equivalent to 
clamping the axis orientation within min/max degree
of the reference direction.

Backward compatibility corresponds to the absence
of free zone: min = max = 0.
2008-07-22 23:05:06 +00:00
a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00
310a37c29c Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-07-10 14:23:19 +00:00
d1fd99b070 BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.

The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.

For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).

Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale

Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.

Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
2008-07-08 12:18:43 +00:00
e341586f9d own mistake with drawing used state bits.
Other minor changes and removed some warnings.
2008-07-07 21:04:30 +00:00
8a729824f4 GameObject rayCast and rayCastTo were not setting exception strings (causes return without exception set error)
Also made game state buttons only have a dot in states that have controllers in them.
2008-07-06 14:11:30 +00:00
107b78a3d2 Made some python game engine funcs use NOARGS, getAxisVec was using wrong multiplication order.
Use BUT_TOGDUAL for controllers init states so you can see what the init state is for any controller without using the button to check.
2008-07-04 19:00:56 +00:00
70d239ef7d BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.

Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.

Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 

Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.

Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.

Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.

Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  

Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.

Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.

Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
06ee2ed60e let the logic buttons operate on objects in different scenes. They would already display but pressing the buttons did nothing.
This is useful when using 1 scene for a character and another for a test level, so the character logic can be edited without switching scenes.
2008-07-01 06:44:34 +00:00
90c2c29058 Fix for python APi error - (Campbell: please check :) ) -- using myLamp.setType(Area) resulted in 'TypeError: expected int argument in [0,5]' (reported in IRC by Djoef) 2008-06-30 15:02:22 +00:00
6a3e8e7fff BGE python api addition, GameObject get/setState and Controller.getState()
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-29 21:52:23 +00:00
1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +00:00
ac25593479 int toggle button function was being used on a short, remove warnings in buttons_logic.c too 2008-06-25 16:15:57 +00:00
c353af4d3a BGE patch 15044 approved: Edit Object Dynamics Actuator.
Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
2008-06-25 14:09:15 +00:00
15c105c157 BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator:

damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full 
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.

clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified 
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field: 
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
2008-06-24 19:37:43 +00:00
02132de7aa BGE patch: Add NAND, NOR, XOR, XNOR controllers.
NAND controller is an inverted AND controller: the output is 
     1 if any of the input is 0.
NOR  controller is an inverted OR controller: the output is 0
     if any of the input is 1.
XOR  controller is an exclusive OR: the output is 1 if and only
     if one input is 1 and all the other inputs are 0.
XNOR controller is an inverted XOR: the output is 0 if and only
     if one input is 0 and all the other inputs are 0.
The NAND, NORT and XNOR controllers are very usefull to create
complementary outputs to start and stop actuators synchronously.
MSCV project files updated.
2008-06-23 20:41:18 +00:00
75e22a1917 BGE patch #14386: Action Actuator Current Frame Prop. This patch is very usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results 2008-06-23 15:32:44 +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
a1e78a0cca * Documented that get/setOrientation use an inverted rotation matrix
* OB prefix is needed when specifying the object for the Message Actuator, this is very bad since other object fields in the BGE dont need this prefix - a real fix would need do_versions to keep old files running.
* RotationMatrix was all nans if the rotation vector axis was 0,0,0, Changed so in this case just return a matrix that doesn't rotate anything,

spent some angry hours to find these issues, maybe this will save others the hassle ;)
2008-06-20 20:54:29 +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
Ken Hughes
60de9d9b2f More changes to GET_INT_FROM_POINTER and SET_INT_IN_POINTER to get rid of
other warnings that only occurred with 64bit systems.  Wish I'd known about
these macros earlier!
2008-04-18 00:21:40 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
c24e1896bc BGE: SetCamera actuator tool tip updated to reflect new feature: ...Leave empty to refer to self object 2008-04-16 18:58:11 +00:00
e7384c9dd2 Commit patch #8799: Realtime SetParent function in the BGE
This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc.
The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time.
The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
2008-04-06 18:30:52 +00:00
9edb6c7510 Patch #8740: enable negative axis radar sensor 2008-04-05 22:08:15 +00:00
26c45844ac Attempt to fix [#6757] linked objects made "local" still not editable
But not sure exactly what the user is doing.
Made game logic work on linked objects and disabled "Add Material" for linked mesh data.
2008-03-06 23:45:17 +00:00
af169b41fd 2d Filters updated, now you can use custom filter and write your own GLSL shader program to filter rendering result. 2007-11-06 12:16:12 +00:00
21eb3e11e0 2d-Filters feature and actuators. 2007-10-22 20:24:26 +00:00
1f3d1b10f0 Fixed following issues:
*if a vertex group was renamed in the outliner, the name was not updated 
correctly in visible buttons window
*certain buttons in Render panel didn't update other buttons windows in 
case their value was changed
*same goes for Logic context of the Buttons Window
*also cleaned up unnecessary code from Logic context and made Timer 
field to work correctly when pressed with left mouse button
2007-05-25 06:08:13 +00:00
77f08ddc12 editface.c & buttons_logic.c & Draw.c & verse_session.c - added missing header
Bone.c - return an empty list rather then None for bone.children bone.getAllChildren()
Draw.c - per button callbacks are now have (event, value) passed
2007-04-24 17:28:40 +00:00
94ad8c810c Changed TESTBASE and TESTBASE_LIB to check the hidden flag
Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places.

added error_libdata() for library error messages that are everywhere.
added object_data_is_libdata to test if the object and its data's are from a library.
fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!)
made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
2007-04-22 22:08:19 +00:00
43ce435026 the input fields for data name had an inconsistant limit for input fields, making it hard to fix problems with library linking when a name changed.
some were 18, most 19, and others 21. made all 21 since this is the real limit.

Also new image name limit length of input field to 21 (was 255 but shortened to 21)

The one place this could be useful is if somebody names a metaball with a 21 char name, the copy will not use the motherball.
but this is not as bad as having to use the python console for fixing library linking problems.
2007-04-11 17:10:57 +00:00
ad88bfae38 Patch #6325
Cleanup of Logic buttons, for dynamic actors. Plenty of options have become
obsolete with bullet, so not drawn.
2007-04-09 10:52:22 +00:00
a185758581 added missing reference in the docs for the edgesplit modifier
Extended the add object tooltip to note that new objects cant be on a visible layer.
2007-02-06 07:11:44 +00:00
f7522a5d77 button alignment for logic buttons 2007-01-17 12:40:40 +00:00
4941107f92 - enabled compound collision objects, requires 'clear parent inverse'
- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-12-01 01:04:27 +00:00
1d44ad8b4c renamed 'Size' to Radius in the logic buttons (This naming was confusing, as the 'size' was only used as 'radius' for a rigid body with 'sphere' shapel. It has no effect on box, convex, cylinder and other shapes.
Don't worry, this is unrelated to recent Size -> Scale renaming.
2006-06-14 21:02:03 +00:00
e41b683605 Ghost can be any bound type in Bullet, so removed the edit restrictions 2006-05-16 23:49:44 +00:00
5f571e4ded ==Bugfix==
Made the frame boost from short to int (30000 -> 300000 frames) complete
by walking through the source and finally changing all frame-variables
to ints.

This should finally fix the framecounter warp around seen in some buttons.

If you step on any further problems that may arise starting from frame
32768 please just give me a hint and I'll fix it.

(Sorry about that, didn't know enough about Blender, when I did it the first
time...)
2006-05-06 15:26:53 +00:00
d918fcd055 Uncommitted change of Campbell 9 days ago... the rest of the logic
editor now screws up... smells like a bug in alignment code, will need
to be checked on.

(Campbell: you sure checked the buttons before committing this? ;)
2006-03-09 15:56:08 +00:00
833e0be7bf Added a few more button align's 2006-02-27 16:30:53 +00:00
c2782ce10e added 'disable sleeping' option for rigidbodies. + bugfix of out of sync wheels for vehicle 2006-02-22 06:58:05 +00:00
Chris Want
c8b48e70e6 Final merge of HEAD (bf-blender) into the orange branch.
Here are my notes on things to look out for as potential problem
spots:

source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.

source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()

source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)

source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.

source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless

source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)

source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
2006-01-28 16:35:18 +00:00
7e8d848eb1 make clear that 'concave mesh' is really for static triangle mesh. too many people try to make it moving, it is for landscapes/static environment. 2006-01-13 01:00:35 +00:00