own error, EXPP_incr_ret from a macro was an implicit decloration in BGL.c
For some reason this only crashed on 64bit linux
To my defence the BGE makes so many warnings that they become usless, need to improve the situation here at some point.
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
from Alberto Santos (dnakhain)
----
This patch complete previous one that I submit with new variables relationated with Particle System children (With variables related to Rough, Kink and Branch).
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
from Alberto Santos (dnakhain)
"This patch adds a few new variables relationated with Particle System children such as children amount, render amount,
child clumping..."
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
was not recalculating the knots when the cyclic flag was disabled so the endpoint flag was being ignored until recalculating (extrude for eg).
Also removed unneeded re-allocation of curve knots which are always reallocated by makeknots.
Fixed another bug with which recalculating knots with the Python surface api. (mixed up u/v args to makeknots(..) )
also fixed crashes when incorrect args were used
cross = 13; track= 5; frame = 1 # no effect constants
scene.sequence.new((cross, seq1, seq2), frame, track)
- Old feature request: now space handlers can report release events, too. For that a new space handler type was added, here's the header for it:
# SPACEHANDLER.VIEW3D.EVENT.ALL
These scripts report both "presses and releases". For release events, Blender.eventValue is zero and Blender.link == Blender.SpaceHandlers.VIEW3D_EVENT_RELEASE. Check the API_related bpy doc for more info.
- Bug fix: left mouse clicks could be reported twice.
Important: for both the feature and the fix, to make the code nicer and to let space handlers become available in more situations, I moved the check for space handlers in space.c. Now it happens before checks for grease pencil, sculpt and left/right mouse button swapping. If this causes any problem (it shouldn't), please report.
PS: Thanks to Steven Truppe, who asked for this and even sent me a patch, but to preserve compatibility with existing event space handler scripts I did things in a different way.
similar to os.path.relpath but uses blendfile path rather then the current working directory.
Also use python exceptions rather then providing our own ones.
First pass for retargetting template's renaming magic. For now, in new retargetted bone's name: %S (side) and %N (number) will be replaced by user defined strings.
Will need to experiment on how useful that is and how it could be better.
Python dict error: when trying to access a Bone via a key, and the key
was not found, a wrong error message got printed. Fix provided by
reporter Gregor Riepl. Thanks!
added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
After some discussion with Campbell, changed the way cstruct sizeof is fetched.
Moved DataSize() to Blender.Types.CSizeof(Blendertype). Supported types return sizeof(data struct), otherwise -1.
To quickly check what types are supported:
import Blender.Types as bt
x = dir(bt)
for t in x:
if t[0] != '_':
s = 'bt.CSizeof(bt.' + t + ')'
print t,"=", eval(s)