This adds custom proxy file storage to the sequencer.
Reasoning: sometimes low resolution versions are already available as a
seperate file built by the capture application.
So there is no real reason to make blender build it's own seperate proxy.
This also somewhat fixes (aehm works around :) )
[#13632] Creating Proxy Takes Over Process, Should be Background
Since now you can just fire up ffmpeg to build your proxies in the background.
(You could have done before and build a directory of jpeg files, but then you
would have to rename all the files since otherwise things are off by one...)
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102
(todo: expose this setting in World setting GUI)
Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT.
Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering).
Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
Four new buttons in World settings to control frame rate:
fps: Nominal frame rate in frame per second.
Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
the actual fps is less than nominal. This allows the
physics to keep up with real time even if the graphics slows
down the game.
sub: Fixed number of simulation substeps per physic timestep.
Improves the precision of the physics simulation. Useful for
fast moving objects for example.
log: Maximum number of logic steps per game frame in case the
actual fps is less than nominal. This allows the logic
system to follow the physics simulation.
Upper bound = phys
(setting the value higher than phys has no effect).
On games with heavy logic system, it is useful to set this
value to 1, to keep logic time under control.
All these values were already accessible from Python except phys:
GameLogic.getMaxPhysicsFrame():
Gets the maximum number of physics frame per render frame.
GameLogic.setMaxPhysicsFrame(phys):
Sets the maximum number of physics timestep that are executed per render frame.
Higher value allows physics to keep up with realtime even if graphics slows down the game.
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
phys: integer
Compound shape control
======================
1) GUI control
It is now possible to control which child shape is added to
a parent compound shape in the Physics buttons. The "Compound"
shape button becomes "Add to parent" on child objects and
determines whether the child shape is to be added to the top
parent compound shape when the game is stated.
Notes: * "Compound" is only available to top parent objects
(objects without parent).
* Nesting of compound shape is not possible: a child
object with "Add to parent" button set will be added
to the top parent compound shape, regardless of its
position in the parent-child hierarchy and even if its
immediate parent doesn't have the "Add to parent" button set.
2) runtime control
It is now possible to control the compound shape at runtime:
The SetParent actuator has a new "Compound" button that indicates
whether the object shape should be added to the compound shape
of the parent object, provided the parent has a compound shape
of course. If not, the object retain it's individual state
while parented.
Similarly, the KX_GameObject.setParent() python function has
a new compound parameter.
Notes: * When an object is dynamically added to a compound
shape, it looses temporarily all its physics capability
to the benefit of the parent: it cannot register collisions
and the characteristics of its shape are lost (ghost, sensor,
dynamic, etc.).
* Nested compound shape is not supported: if the object
being parented is already a compound shape, it is not
added to the compound parent (as if the Compound option
was not set in the actuator or the setParent function).
* To ensure compatibility with old blend files, the Blender
subversion is changed to 2.48.5 and the old blend files
are automatically converted to match the old behavior:
all children of a Compound object will have the "Add to
parent" button set automatically.
Child ghost control
===================
It is now possible to control if an object should becomes ghost
or solid when parented. This is only applicable if the object
is not added to the parent compound shape (see above).
A new "Ghost" button is available on the SetParent actuator to
that effect. Similarly the KX_GameObject.setParent() python function
has a new compound parameter.
Notes: * This option is not applicable to sensor objects: they stay
ghost all the time.
* Make sure the child object does not enter in collision with
the parent shape when the Ghost option if off and the parent is
dynamic: the collision creates a reaction force but the parent
cannot escape the child, so the force builds up and produces
eratic movements.
* The collision capability of an ordinary object (dynamic or static)
is limited when it is parented: it becomes automatically static
and can only detect dynamic and sensor objects.
* A sensor object retain its full collision capability when parented:
it can detect static and dynamic object.
Python control
==============
KX_GameObject.setParent(parent,compound,ghost):
Sets this object's parent.
Control the shape status with the optional compound and ghost parameters:
compound=1: the object shape should be added to the parent compound shape (default)
compound=0: the object should keep its individual shape.
In that case you can control if it should be ghost or not:
ghost=1 if the object should be made ghost while parented (default)
ghost=0 if the object should be solid while parented
Note: if the object type is sensor, it stays ghost regardless of ghost parameter
parent: KX_GameObject reference or string (object name w/o OB prefix)
Servo control motion actuator did not work as expected when the object
is moving on a moving platform.
This patch introduces a new Ref field in the servo motion actuator
to set a reference object for the velocity calculation.
You can set the object during the game using the actuator "reference"
attribute; use an object name or an object reference.
The servo controller takes into account the angular velocity of the
reference object to compute the relative local velocity.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option.
- Tilt option to tilt the camera (for planetarium domes).
Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ).
- This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
Its still not working right in perspective mode.
For bleed use a faster method then Barycentric weights function since the point is always on the edge.
last commit with memset in readfile.c missed one var.
fix this by freeing the lib-file-data after linking or appending, re-appending will be slower now
(as slow as appending for the first time).
Not strictly needed, set the memory for bhead's to zero in readfile.c since comparisons are done later on with this data making valgrind complain.
Added some missing headers too.
Armature modifier didn't set amd->prevCos temp variable to NULL
after freeing. Saving this in file will cause error or crash on
reading. Quite weird how it survived so long?
The fix is, if the file was saved on the highest multires level, then mesh contains a copy of the vertices anyway, and we can just copy it back into multires.
Otherwise, multires is removed from the mesh to avoid a crash.
+bvhtree cache (if the derived model doenst gets destroyed then the same BVHtree can be used)
this was needed to allow shrinkwrap constraint to be usable.
It has been ready for a long time.. but only got merged now, for 2.49.
Added occlusion culling capability in the BGE.
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.
Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
- Most mesh particle effectors can now have their effection point taken per particle as the nearest point on the mesh surface.
- This is activated with the "surface" button in the effector field panel.
- Activating the option adds a "surface" entry to the modifier stack where the state of the mesh is read from.
For an example of usage see http://www.youtube.com/watch?v=3XkO1EAmJks.
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera
Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer
Known limitation:
- resizing of the screen doesn't work in the gameplayer
Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
* Fixed another face clipping bug (some artifacts still when using screen aligned faces)
* Removed Soften and Warp buttons on the panit panel since they are not used for projection painting
* added do_versions to initialize bleed and normal values
Calculate new roll based on the angle to the normal of the joint (cross produce of the two bones).
This works best in some cases but not in others, so it's an option for now.
I'll have to see if I can iron the left over kinks, then it can be made the default (with Align to view an added option).
Auto names for name templating. When turned on, N will be incremented everytime (after a stroke has been converted) and S will be set to "l" or "r" (or "L or "R" if it already contains a capital L or R) depending on which side of the X axis the stroke started on. Experimental, there might be some bugs left.
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
Moving stuff home, saving doesn't work ok yet, will finish this later today, demo video when done.
Also a couple of bug fixes for crashing and some text reformulation and the like.
* When making a proxy, the lib linked IPO driver was also changed to
point to the proxy object, and after undo this local proxy object
was replaced so the pointer became invalid. In fact it is not needed
at all to change this because the IPO code maps the pointer to the
local proxy object already.
* Undoing the make proxy operation would crash because the proxy_from
pointer in the library linked object would still point to the removed
object. Now it clears all these pointers before undo, because on each
undo memory file read they will be set again anyway.
conversion was reading the mtex array in a library linked material. It
is however not guaranteed that direct_link_* was called on the material
yet, so the array pointer is not always valid and it can crash.
source/blender/blenlib/intern/fileops.c - zero length strings would check for a slash before the strings first char.
source/gameengine/GameLogic/SCA_JoystickSensor.cpp - m_istrig_prev was not initialized
source/blender/src/editmesh.c - active face pointer was not set to NULL in free_editMesh()
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.
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
* 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