Campbell Barton
f77af0a8ce
change BLO_library_append_begin to take a main argument rather then a context, means the BGE doesnt need to make a new empty context just to pass as an arg.
...
added doxygen description too.
this quiets the print when the BGE does linking.
2011-08-05 05:26:19 +00:00
Mitchell Stokes
03c1585e3a
BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information).
2011-08-01 23:02:10 +00:00
Mitchell Stokes
e4a512351d
BGE Animations: Save the deform number to pose channel map created by BL_SkinDeformer::BGEDeformVerts() so it isn't recreated on every update. This gives minor speed ups, but I mostly did it because I thought it was a little cleaner this way.
2011-07-29 01:59:36 +00:00
Mitchell Stokes
eb7b1f0c58
This allows the game engine to build again, but I'm not sure if it's the best approach. Aligorith: feel free to revert this if there is a better solution.
2011-07-28 15:07:32 +00:00
Mitchell Stokes
1f65b3b1a8
BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
2011-07-26 06:10:05 +00:00
Campbell Barton
6d5080783e
svn merge -r38500:38600 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-26 04:17:15 +00:00
Campbell Barton
fc95382a97
svn merge -r38400:38500 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-26 03:55:23 +00:00
Campbell Barton
2dc6b8f835
svn merge -r37700:37800 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-25 14:34:36 +00:00
Campbell Barton
b709b52f46
svn merge -r37500:37600 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-24 13:21:54 +00:00
Campbell Barton
97d0846d2c
svn merge -r37335:37500 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-24 13:03:48 +00:00
Joerg Mueller
4532bd731d
Merge with trunk up to r38584.
2011-07-21 21:11:58 +00:00
Dalai Felinto
f2e055f4a4
bugfix: [ #27348 ] blenderplayer showing a different viewport size in 2.57b
...
I believe this bug was there since we (me) moved the game settings to scene->gm
Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic)
we were already using it for videotexture so I don't know why we were not here.
Tested in OSX, but it should be working in all OSs.
2011-07-19 01:41:45 +00:00
Mitchell Stokes
7e72356b8d
BGE Animations: Allow the Copy Transform constraint to work with external targets in the game engine.
2011-07-17 20:06:50 +00:00
Campbell Barton
5792bd7cc7
cmake: cleanup include paths, some duplicates and going up some unneeded dirs.
2011-07-17 09:11:13 +00:00
Mitchell Stokes
0eacdc94ba
BGE Animations: Removing unused code and adding some more comments.
2011-07-07 03:53:24 +00:00
Joerg Mueller
3f3c6f5f1f
Merging from trunk up to r38119.
2011-07-05 13:54:25 +00:00
Mitchell Stokes
ceabc6d119
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-05 05:22:02 +00:00
Mitchell Stokes
46d12b480e
BGE Animations: Making the action actuator's loop end play mode work better.
2011-07-03 02:57:50 +00:00
Mitchell Stokes
5d7921691b
BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator.
2011-07-03 02:51:14 +00:00
Mitchell Stokes
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
Mitchell Stokes
b4b26b735c
BGE Animations: Fixing a bug where an action actuator could update a frame property when it wasn't active.
2011-06-30 20:08:05 +00:00
Mitchell Stokes
12596969af
BGE Animations: Shape drivers are now working again.
2011-06-30 19:33:13 +00:00
Mitchell Stokes
3afe0e9c88
BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
2011-06-29 02:42:46 +00:00
Mitchell Stokes
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
Mitchell Stokes
de3c95a09c
BGE Animations: Adding blendin for Shape Actions.
2011-06-29 01:05:12 +00:00
Dalai Felinto
0c8311fdf9
revert commit 27133: Committing patch [ #27133 ] "Fix for for Object Color in BGE" by Kupoman
...
This was causing a lot of backward compatibility problems and side effects.
It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told).
If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
2011-06-23 22:29:02 +00:00
Mitchell Stokes
f1a2d46aa0
BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis.
2011-06-23 22:12:49 +00:00
Mitchell Stokes
0fbca841ef
BGE Animations: Making the play modes for the Acton Actuator behave more like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to.
2011-06-23 22:00:54 +00:00
Mitchell Stokes
2d2aa95227
BGE Animations: Making shape actions work again:
...
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
* BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
* I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
2011-06-23 19:09:09 +00:00
Joerg Mueller
413bc87e4f
Merge with trunk r37757.
2011-06-23 17:30:56 +00:00
Campbell Barton
2023db70a8
cmake option to build without an audio library.
2011-06-23 09:27:56 +00:00
Joerg Mueller
207911bdb3
Merge with trunk r37677
2011-06-20 22:55:18 +00:00
Mitchell Stokes
65af1dcecd
BGE Animations: Making sure the Action Actuator has a valid action before attempting to play.
2011-06-16 01:59:50 +00:00
Mitchell Stokes
c02006bc2b
BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing.
2011-06-16 01:18:52 +00:00
Campbell Barton
08c155845d
remove unused arguments
2011-06-15 14:06:25 +00:00
Joerg Mueller
8ff0c2e107
Merge with trunk r37475.
2011-06-14 12:06:21 +00:00
Dalai Felinto
a2dda7c74d
BGE Patch: [ #27425 ] Allow to change the damping of the camera actuator
...
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
2011-06-13 17:08:33 +00:00
Mitchell Stokes
8e85491ab7
BGE Animations: Adding a layer option to Action actuators.
2011-06-11 01:03:03 +00:00
Mitchell Stokes
c431863312
BGE Animations:
...
* Adding BL_Action::Play() and BL_Action::Stop()
* Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
* Making the Property play type work for the Action actuator.
2011-06-11 00:14:47 +00:00
Campbell Barton
c8a654c41c
add includes for windows.
2011-06-09 18:28:58 +00:00
Campbell Barton
15d0d3f41e
replace log() calls with constants
2011-06-09 14:27:51 +00:00
Mitchell Stokes
e18bea1cfc
BGE Animations: Getting the Frame Property option of the Action Actuator working again.
2011-06-06 06:31:42 +00:00
Nick Samarin
5ceb8b3d35
synched with trunk at revision 37212
2011-06-05 18:51:00 +00:00
Joerg Mueller
cd04cff180
Merge with trunk revision 37149.
2011-06-03 23:24:01 +00:00
Mitchell Stokes
39bbf3854a
BGE Animations: Reimplemented the continuous function of the action actuator.
...
* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01 07:42:40 +00:00
Mitchell Stokes
6394261e54
BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures. Object animation works through this actuator now too. :)
2011-06-01 06:43:10 +00:00
Mitchell Stokes
38d87ee48e
BGE Animations: Beginning work on the new action actuator.
...
* Converted BL_ActionActuator::Update() to use the new action api (still just armatures)
* Not all of the functionality of the old Update() have been ported (Lood end, continued animation, etc)
* Things are still pretty messy. Once have things more flushed out, I'll start stripping more of the old actuator out.
2011-06-01 05:48:37 +00:00
Campbell Barton
8949387186
svn merge -r37028:37030 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-05-31 05:28:00 +00:00
Campbell Barton
08d6932c86
svn merge -r36900:37028 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-05-31 05:11:04 +00:00
Campbell Barton
09da9d4393
cmake maintenance
...
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00