Commit Graph

122 Commits

Author SHA1 Message Date
509ca83ef1 BGE patch 18065: gameobj mass writeable + setmass actuator. This patch allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value. 2009-01-14 22:33:39 +00:00
db24487449 Makefile fixes for compiling with new videotexture code.
Also: buttons for logic, controllers, didn't line up correct when 
multiple objects were selected (too little space)
2008-11-02 18:12:45 +00:00
ac5c48d186 removed warning in fluidsim.c
fixed tooltip for delay sensor - delay is in tics not frames
2008-10-11 04:30:09 +00:00
ce4162c9a1 * Joystick sensor is now only triggered from events of the selected type.
* Keyboard sensor - added (back?) support for qualifiers (Hold buttons in the UI)
2008-10-08 03:16:19 +00:00
77484d28d5 joystick update
* use SDL events to trigger the sensor, trigger was being forced every tick. removed workaround for this problem.
* added "All Events" option, similar to all keys in the keyboard sensor.
  This means every event from the joystick will trigger the sensor, however only events from the selected type (axis/button/hat) is used to set the positive state of the sensor.
* Added python function sens_joy.GetButtonValues(), returns a list of pressed button indicies.
* Removed pressed/released option for joystick buttons, it was the same as the invert option.
2008-10-07 05:09:24 +00:00
5298e26b76 More cosmetic changes to the bullet buttons: move most common soft body buttons to main panel, only leave advanced settings in advanced panel. Reduce size of advance panel. 2008-10-03 21:50:42 +00:00
f80d6efb3b BGE patch: some cosmetic change in the bullet buttons:
- Bring Actor button back in main panel: makes the users
  life easier to identify which object is visible to 
  near and radar sensors.
- Give more space to the Advanced Settings panel.
- Display radius control button even for static objects
  if sphere bound shape is selected. Same for displaying
  the radius in the 3D view.
2008-10-03 20:17:05 +00:00
df00a4b878 interpreted request from Carsten - make message sensor work.
object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--

M    source/gameengine/Converter/KX_ConvertActuators.cpp
M    source/blender/blenkernel/BKE_blender.h
M    source/blender/src/buttons_logic.c
M    source/blender/blenloader/intern/readfile.c
2008-10-03 09:51:43 +00:00
c2b8702a83 BGE patch: add frameProp to Ipo actuator (Carsten's request). 2008-10-01 21:17:00 +00:00
8550c2b594 BGE patch: new force field constraint actuator
A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have 
  different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
  on the same object in different direction (think of a 
  space ship in a tunnel with a repulsive force field
  on each wall).
- You can have a different damping for the rotation.

Besides that it provides the same dynamic behavior and the 
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.

Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters. 
Support for friction will be added in a future revision.
2008-10-01 19:16:13 +00:00
aa5c4f8801 + hook up a few more parameters, that can be useful for Bullet soft bodies
+ work-in-progress to hook up cluster constraints (they are better than node/vertex pinning, because they maintain a proper world coordinate system)
2008-10-01 06:36:17 +00:00
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
2c289a02b6 Clarify that in Bullet, the 'radius' is used for both sphere bounds, but also for Fh/Rot Fh.
So even if other bound types are used (such as box etc), the radius will be used for Fh/Rot Fh.
2008-09-29 07:17:12 +00:00
425264d7cc Update the Bullet/game buttons_bullet, to better reflect usage.
1) Anisotropic friction works for static and dynamic objects
2) For soft bodies, assume triangle mesh if no bounds a chosen
3) Form factor == inertia scaling factor, it was actually hooked up in Bullet
4) Only show 'radius' if sphere is chosen, or no bounds+dynamics (== sphere bounds)
2008-09-29 04:14:47 +00:00
0b622fc07f added anisotropic friction support for Bullet. Both for static and dynamic objects 2008-09-29 03:09:03 +00:00
28684b1c09 make gui backwards compatible with this weeks softbody blend files 2008-09-28 03:17:45 +00:00
f8fb61f9fa enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.

In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!

Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
2008-09-28 03:07:13 +00:00
c723b91446 BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.
Previously we tried to share the parameters with the
blender render soft body but there were too many differences.

MSVC project files updated.
2008-09-27 21:52:20 +00:00
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +00:00
b6405b970c force collision bound type to be convex hull or concave triangle mesh for soft bodies
set collision margin between soft and mesh back to .3, smaller is not useable (yet)
2008-09-27 00:36:18 +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
c9c9b2e833 BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name). 2008-09-25 16:19:07 +00:00
38a80ff9a5 BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python function. 2008-09-24 22:58:49 +00:00
486a6a214d copy object properties was crashing because of my recent changes. need to NULL listbase first.
changed visibility actuator menu to 3 toggle buttons and added tooltip note about outliner render restriction being used for visibility.
2008-09-22 07:17:39 +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
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
f807d3f303 BGE bug #17565 fixed: Constraint Actuator Location: GUI broken. Axis selection was not persistent, now it is. 2008-09-15 21:37:27 +00:00
95afafb5e5 BGE bug #17621 fixed: State Actuator GUI Flaw. State actuator didn't behave like the object state mask. Now it works the same: LMB select one state, deselects all others, multiple select with SHIFT-LMB 2008-09-15 21:10:51 +00:00
a08b21263e tooltip improvements from dfelinto, some minor edits 2008-09-15 09:08:36 +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
0dea748e01 save and load configuration actuator, (option in game actuator menu)
saves a marshal'd GameLogic.globalDict to the blendfile path with the blend extension replaced with bgeconf

Use this in YoFrankie to save keyboard layout and graphics quality settings.
2008-09-12 02:15:16 +00:00
2af7083d75 BPY api addition material.freeNodes() - use to cleanup apricot files, since there is no way to remove a node tree via the UI, unused materials and duplicate images were hanging around.
buttons_logic - gave the name a but more room then the controller type, better for documentation screenshots.
2008-09-11 01:51:45 +00:00
0995466927 wasnt using icon buttons correctly 2008-09-09 10:58:58 +00:00
5eab0da633 BGE set visible actuator, option to set visibility recursively to make managing visibility for collections of objects a lot easier.
BGE Python api's ob.setVisible() also takes an optional recursive arg thats off by default
2008-09-05 16:22:14 +00:00
05056f2e1d overlapping UI causing problems, forgot the label has a function assigned to it 2008-09-04 12:17:01 +00:00
e356c4d5d4 pin option for sensors and actuators,
this helps in cases where you want to use a logic brick in 2 states, linking the sensor to a second state's controller can be tricky.
This way you can pin a sensor or actuator, change the visible state and link it to another controller.

The pin button will only be displayed when states view is enabled and the logic brick is expanded or when it is alredy pinned.
2008-09-04 12:11:47 +00:00
74339c639a BGE patch approved: BGE Multiple Joysticks 2008-08-31 18:42:58 +00:00
272132888f BGE patch: add X-Ray option to ray sensor. The option is effective only if a property is set: the sensor will ignore the objects that don't have the property. 2008-08-28 19:37:49 +00:00
6cccdf0cb2 BGE bugfix, ipo actuator's foce option didnt check that the object was dynamic. 2008-08-27 06:02:10 +00:00
d566765635 get/set Angular velocity for KX_GameObjects python api and for the AddObject actuator.
Needed so objects created in an explosion could start spinning without having motion actuators and collision sensors on each item.
2008-08-27 03:34:53 +00:00
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