Commit Graph

1052 Commits

Author SHA1 Message Date
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