This patch fixes:
- the call of LibFree on a unfinished loaded library;
- memory leak created on end of game : the async libraries are loaded but not converted, so not freed with the master scene.
Reviewers: campbellbarton, sybren, youle, hg1, moguri, lordloki
Reviewed By: moguri, lordloki
Differential Revision: https://developer.blender.org/D1571
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object).
But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b382 and implement a mutex in BL_Action::Update.
Example file : {F245823}
Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren
Reviewed By: youle, moguri, sybren
Maniphest Tasks: T39928, T46381
Differential Revision: https://developer.blender.org/D1562
linking API funcs would use 'name, idcode', when all other code here uses
(more sensible) 'idcode, name'.
Also, use 'name' arg name when we expect a bare name, without the prepended ID code, and
'idname' arg name when we expect a complete ID name.
And here too, idcode shall be short, not int!
This commits does mostly two things:
* Get rid of bContext parameter: I can see no real good reason to pass such a high-level data
to such low-level code... It also makes it more difficult to call when you do not have
a context available.
* Cleanup the instantiating part.
Last point is the most risky - previous code was sometimes quite confusing and hard to follow,
from tests nothing behaves differently in new code, but some hidden corner case may show up.
Anyway, no change in behavior is expected from this commit, if it happens please file a bugreport!
Change the mathutils callback from vector to color for mistColor, backgroundColor and ambientColor.
Reviewers: lordloki, campbellbarton, panzergame, moguri, sybren
Reviewed By: panzergame, moguri, sybren
Projects: #game_engine, #game_logic
Differential Revision: https://developer.blender.org/D1432
Actually we only have a Python API that allows to change the max jumps value.
The patch also allows non programmers to change the maximum numbers of jumps.
Reviewers: panzergame, sybren, campbellbarton, lordloki, moguri, agoose77
Reviewed By: lordloki, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1302
* Change the character jumping variables and methods from int to char.
* Limit the maxJumps integer value from 0 to 255.
* Allow to set the minimum jump amount to 0.
Reviewers: panzergame, lordloki, moguri
Reviewed By: lordloki, moguri
Subscribers: agoose77
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1305
This patch will delete all associated objects from a group instance (dupli group) if the are deleted.
Reviewers: brita_, sybren, lordloki, moguri
Reviewed By: lordloki, moguri
Projects: #game_engine
Maniphest Tasks: T36388
Differential Revision: https://developer.blender.org/D1205
Extending the existing game actuator with a screenshot function, to give also non programmers the ability to take screenshots in the BGE.
Reviewers: lordloki, campbellbarton, moguri
Reviewed By: lordloki, moguri
Subscribers: lordloki, Genome36
Projects: #game_engine
Differential Revision: https://developer.blender.org/D651
This patch makes it possible to zero out angular velocity. tiny angular
velocities may cause instabilities, according to the discussion in T41943,
so they are mapped to (0, 0, 0) instead.
It also applies the same reasoning to the linear velocity, unifying the
different approaches.
Differential revision: D952
- BLI_current_working_dir's return value must be checked, since it may fail.
- BLI_current_working_dir now behaves like getcwd, where a too-small target will return failure.
- avoid buffer overrun with BLI_path_cwd, by taking a maxlen arg.
I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" :
```
rayCast(to, from, dist, prop, face, xray, poly, mask)
```
It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast.
test file : {F237337}
left mouse click on two planes and see console messages.
Somewhat more elaborate test file by @sybren: {F237779}
Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups.
Reviewers: moguri, hg1, agoose77, campbellbarton, sybren
Reviewed By: agoose77, campbellbarton, sybren
Subscribers: campbellbarton, sergey, blueprintrandom, sybren
Projects: #game_engine, #game_physics
Differential Revision: https://developer.blender.org/D1239
We now keep actions around when they are finished playing so scripts can
still get access to information such as the current frame. Playing a new
action in the same layer still overwrites the previous action as before this
commit. Using an explicit KX_GameObject.stopAction() will free the memory. The
action is also freed when the KX_GameObject is freed as before.
By using getAnimRecordFrame(), game developers have access to the frame
number used by the "Record animation" feature. This enables them to
record additional information in Blender's F-Curves and ensuring perfect
synchronization with the information already recorded by Blender.
The setAnimRecordFrame() can be used to change the frame number at which
animations are recorded, for example to introduce delays the recording that
do not require delays in the actual game/simulation run.
The getter/setter functions in KX_KetsjiEngine are not directly named after
property they access (m_currentFrame). I found "current frame" to be too
vague for a public interface, hence chose a more descriptive name.
Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith
Reviewed By: panzergame, aligorith
Differential Revision: https://developer.blender.org/D1449
The generic tangent calculation relied on CDDM arrays which aren't available in edit-mode.
Add a tangent calculation callback, which has its own implementation for editmesh data.
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
Fixing crash if the physic type is set sensor or character. Caused by a790e172d0.
Fixing memory leak, if the constraint is deleted with Python API removeConstraint().
Add RemoveConstraint() method to avoid code duplication.
Rename old RemoveConstraint() to RemoveConstraintById() which is more suitable name for this method.