640d766370
style cleanup - remove unneeded ';'s
2012-03-08 03:05:57 +00:00
e84c0980a3
correct indentation and some whitespace edits (no functional changes)
2011-11-11 13:09:14 +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
f1fe89acf1
Fix for bug #28979 "Action actuator breaks animation" reported by Goran Milovanovic. Apparently IPO options can be set too frequently...
2011-10-20 07:20:17 +00:00
db4071d2b6
BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
2011-08-17 09:38:50 +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:
...
* 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
387439390d
BGE Animations: Fixing some warnings from GCC about initialization order.
2011-07-29 21:58:31 +00:00
abb3f8c80b
BGE Animations: Fixing a crash with "IPO" animations on an object with modifiers.
2011-07-20 06:20:49 +00:00
71eda5ca4d
BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor.
2011-07-20 06:09:41 +00:00
5a0f3690d0
BGE Animations: Fixing a crash when animating non-armature objects that didn't have shape keys.
2011-07-08 07:31:40 +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
e66b778fd6
BGE Animations: Updating some copy+pasted license blocks.
2011-07-04 21:21:49 +00:00
1b7ebd3857
BGE Animations: Adding preliminary support for blend shape actions on different layers. This, and shape action blending in general still require more work though.
2011-07-04 21:19:11 +00:00
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
b85e0c3e85
BGE Animations: Moving the BL_Action::IsDone() implementation from the header file to the source file.
2011-06-29 02:45:08 +00:00
3afe0e9c88
BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
2011-06-29 02:42:46 +00:00
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
de3c95a09c
BGE Animations: Adding blendin for Shape Actions.
2011-06-29 01:05:12 +00:00
a165ad251e
BGE Animations: Removing no longer used code and variables.
2011-06-24 00:31:13 +00:00
f969b813a4
BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame().
2011-06-23 23:19:39 +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
545bf50e1d
BGE Animations: Adding shape actions to BL_Action. This means Shape Actions now work through the Action actuator. I still need to handle blendin for shape actions though.
2011-06-23 19:49:53 +00:00
8d179ca920
BGE Animations: BL_Action now creates a PointerRNA only when constructed instead of on each Update() call.
2011-06-23 19:20:28 +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
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
b9abe6211f
BGE Animations: Removing some redundant pose copies from BL_Action.
2011-06-06 23:35:24 +00:00
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
b31385f3bd
BGE Animations: fixing a crash with looping armature actions.
2011-06-01 05:40:48 +00:00
07dca94476
BGE Animation:
...
* Adding IPOs to BL_Action
* Adding a "speed" option to adjust the playback speed by some factor
2011-05-28 07:15:27 +00:00
bd5f78d1a0
Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gcc
2011-05-27 08:45:48 +00:00