Commit Graph

2455 Commits

Author SHA1 Message Date
6d8fb7c0e7 Tweak to commit related to non-power-of-two textures, some cards claim to
support this but actually don't, so use the function that checks for that.
2012-07-31 15:05:14 +00:00
ae483e0cd2 BGE: When using the "Restrict Animation Updates" option, animations are now truly frame rate independent. Thanks to vrav for reporting the issue in IRC. 2012-07-29 23:53:21 +00:00
0690f6287c BGE: Fix for [#31993] "BGE Vertex deformer optimized method does not work properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...). 2012-07-29 23:49:17 +00:00
f608b3c444 code cleanup:
- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
2012-07-29 17:49:14 +00:00
9d900fdd11 Fix for [#32213] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now.... 2012-07-29 06:28:50 +00:00
7755873771 Fix for [#27484] "Run-time command line options don't work in Multi-texture mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking. 2012-07-29 05:59:03 +00:00
f5d643e950 BGE: Fixing a memory leaked caused by the character controller (CcdPhysicsController::m_characterController was not getting freed). 2012-07-29 00:34:18 +00:00
f405d8fa53 BGE: Fixing a performance regression with 2D filters. My changes caused a check to fail every frame resulting in constant recreation of textures. 2012-07-28 09:45:39 +00:00
f02254f026 Getting rid of some GLEW warnings when compiling ge_videotex in SCons. 2012-07-27 21:54:07 +00:00
4c2de5e0c7 fix some types and incorrect info 2012-07-26 17:41:09 +00:00
188da23192 Fix for [#32185] "Incorrect physics for LibLoaded dupligroups" reported by Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects. 2012-07-26 09:35:52 +00:00
8f1666ee56 BGE: A better fix for using the Action Actuator with the Actuator Sensor. This one still allows frame properties to be updated after receiving a negative pulse. This also fixes bug [#32179] "Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal" reported by Dalai. 2012-07-25 04:29:48 +00:00
69f7e96c5c Hopefully Blender compiles again with MSVC
Seems to be a conflict between different areas defining
round() function.
2012-07-24 09:08:27 +00:00
37246b3ca1 BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
* distance
  * lin_attenuation
  * quad_attenuation
  * spotsize
  * spotblend
2012-07-23 20:24:35 +00:00
02b9ba16bc Fix for bug [#26122] "Overlay scene gets transparent when motion blur is enabled" reported by Alberto Torres Ruiz (dithi).
The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
2012-07-23 01:00:56 +00:00
7fb85e1fb7 BGE LibLoad: Allow the user to disable loading text datablocks if they want to attempt to increase security by not loading potential Python scripts. 2012-07-22 22:58:12 +00:00
fefddc320d code cleanup: use cosf and sinf when both args and results are float values.
also remove local math functions in KX_Camera
2012-07-22 17:35:43 +00:00
9b51503307 style cleanup 2012-07-21 22:58:08 +00:00
62a73381a7 use fabsf when using floats. 2012-07-21 15:27:40 +00:00
d0e892a728 quiet double promotion warnings for the game engine. 2012-07-18 23:03:27 +00:00
52d2bae2bf Fix for [#32129] "2D filter texture width off by one?" reported by Alex Fraser (z0r).
The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
2012-07-18 05:51:44 +00:00
32cf7fcdb1 code cleanup: spelling 2012-07-16 23:23:33 +00:00
4f6cc9a9aa BGE: The Action Actuator now returns correct values to work with the Actuator Sensor. 2012-07-16 03:43:57 +00:00
ac8c56c6fc BGE: Better fix for the textures not working with custom shaders regression. Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic). 2012-07-14 04:43:32 +00:00
831ae18622 Scaling non-power-of-two (NPOT) textures to powers of two is really time consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead. 2012-07-10 19:23:57 +00:00
1f9adff26f Fix for a crash caused by ReplaceMesh changing an objects physics shape. CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
2012-07-10 02:05:06 +00:00
a40c367a35 BGE: Fixing up the error message received when trying to add an object from an active layer. 2012-07-09 18:55:50 +00:00
9d73cbf2c4 As a response to issue [#28483] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch. 2012-07-09 04:57:21 +00:00
4ff0efd5a2 Fixing a memory leak when using Bullet's btGImpactMeshShape for triangle meshes (e.g., rigid bodies). The physic controller's free was only handling the case where regular triangle meshes were used. 2012-07-08 23:15:26 +00:00
9af3e3bb9b Fixing a memory leak introduced by the Character Physics type patch: a new btGhostPairCallback was being created, but never freed. 2012-07-08 20:05:40 +00:00
8ce864784c Fix for [#31701] "radar causes collision" reported by Markus Rietz (afeature).
The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
2012-07-08 05:00:16 +00:00
3a0593cc3d code cleanup: dont use function calls like dot_v3v3, pow and sqrt within macros which results in calling the function multiple times needlessly.
also added some comments.
2012-07-06 22:48:28 +00:00
b41561a406 Fix for [#31978] "Horizon colour drawn on two edges of screen when a 2D filter is active" reported by Alex Fraser.
The glViewport used for 2D Filters wasn't quite matching the 3d view. It seems the height and width were both off by one. There may be a deeper bug with the canvas rectangle having slightly wrong dimensions, but this at least fixes the 2D Filters.
2012-07-05 21:03:29 +00:00
9f7db7f3ea Fix for [#31122] "Properties cant have Spaces in names when using interval as a evaluation. Or else it'll fail to activate actuator." reported by Auuman Anubis.
I cleaned up the INTERVAL check to do a much cleaner (and saner) range check that doesn't get messed up by spaces.
2012-07-05 20:34:42 +00:00
21bf13989f code cleanup: remove Python.h include from blenkernel. 2012-07-04 20:13:39 +00:00
558721ab59 More spell checking. 2012-07-04 15:04:38 +00:00
468ef74ed7 More spell and typo fixes (mostly visualise->visualize, grey->gray, normalise->normalize). 2012-07-03 19:09:07 +00:00
1597ad9377 style cleanup 2012-07-01 09:54:44 +00:00
8b865c01cd style cleanup: comments 2012-06-30 22:49:33 +00:00
436f02ab9c Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-30 04:34:34 +00:00
aeee798143 code cleanup: bge builds with clang without warnings / errors. 2012-06-29 09:16:59 +00:00
a9a92ae323 Fix for [#23375] "texture2D in custom 2D filters can get texture outside of game, resulting in ugliness" reported by Jacob F.
The 2D Filter system now only copies the game viewport instead of the whole window. This prevents 2D Filters from grabbing data outside of the game viewport. The textures for 2D filters are now also not forced to be powers of two (if NPOT textures are supported), which can save a little bit of VRAM.
2012-06-28 09:37:30 +00:00
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:
http://projects.blender.org/tracker/index.php?func=detail&aid=28843&group_id=9&atid=306
2012-06-28 06:22:47 +00:00
Dalai Felinto
7016538974 bge.logic.keyboard.getClipboard() and .setClipboard methods
the idea of using methods instead of attributes is to avoid users abusing of the system calls.

Thanks Campbell Barton for reviewing and small corrections
2012-06-27 21:57:33 +00:00
9beef7442c style cleanup: also some spelling correction. 2012-06-27 05:59:41 +00:00
3c8a4c458b more guardedalloc use in C++, also make compositorMutex a static var, was allocated and never freed. 2012-06-25 10:35:24 +00:00
cc0784c1b9 optionally use guarded alloc for tiles compositor, also replace allocation functions with a macro. 2012-06-25 09:14:37 +00:00
79fb3311a3 Fix for [#29412] "Priority 0 cause problems with pulse mode" reported by Guillaume Côté.
Right now this is being fixed by not allowing the exact same action (action, start/end frames, speed, etc) to be played if it's already playing. Hopefully this will not cause more issues than it solves.
2012-06-23 03:39:03 +00:00
d8e2c475a0 Fix for [#31396] "bge.logic.LibLoad fails to import text blocks" reported by Leonard Ritter.
Blender's import function check's the Text datablocks in main for additional modules for importing. However, libloaded scenes were 1) not loading Text datablocks and 2) not letting bpy know about them. Text datablocks are now loaded if a Scene is loaded and bpy can now looking through extra Mains to find additional modules.
2012-06-21 05:41:06 +00:00
a744fed46c style cleanup 2012-06-20 16:43:48 +00:00