Whenever using AddObject actuator, this feature gives you control over morbid events (a.k.a. trigger events before the object ends).
Demo file here:
http://blenderecia.orgfree.com/blender/tmp/cube_life.blend
Feature implemented as part of the BGE development workshop in BlenderPRO 2010 - Fortaleza, Brazil
* First frame was dropped some times when animation was running because clicking "go to start/end frame" changed the current frame directly.
* Now only the animtimer changes the frame and clicking the "go to" queues the next frame for animtimer.
The error for heat weighting was only being printed in the console, while the problem remains at least a warning is now given that there was a problem calculating the heat weight.
also fixed a memory leak from the mesh octree not being freed after assigning vertex groups. (ModNode error)
Import unit_settings to scene.
Note: I use here RNA to do this, and I think I might slowly work on replacing low-level DNA usage with RNA where possible.
This patch brings back the old functionality from Blender 2.49.
However we are forcing the format to be PNG only (as we had previously on blenderplayer).
Note: If letterboxing is on, we are recording only the camera area of the canvas (cool hein?).
Note2: I have a feeling that this is faster than what we had in 2.49 (which was really slow imo). Maybe it could be even faster if we disable PNG compression. Maybe an option for the future.
* patch finalized and committed as part of the BlenderPRO 2010 - BGE development workshop :) *
* Cycle code had difficulties handling the transitions from one cycle iteration to the next one.
* Now the transition frames are handled manually so that:
- cycles before the actual fcurve data respect the first datapoint
- cycles after the fcurve data respect the last datapoint
* Also fixes a bug where the count of "before" cycles was off by one from the given value.
Based on patch from Alexander Kuznetsov. Own changes:
- Keyframes in timelime depends on active object, so timelime better be
listeing to ND_OB_ACTIVE notifier rather than ND_OB_SELECT
- When scene is changing in this operator NC_WINDOW notifier would be send
and the whole interface would be redrawed, so no need in ND_OB_ACTIVE in
this case