The root cause of this bug is the fact that Bullet shapes
are shared between duplicated game objects. As the physics
object scale is stored in the shape, all duplicas must
have the same scale otherwise the physics representation
is incorrect.
This fix introduces a mechanism to duplicate shapes at
runtime so that Bullet shapes are not shared anymore.
The drawback is an increased memory consuption.
A reference count mechanism will be introduced in a
later revision to keep Bullet shape shared between
duplicas that have the same scale.
workaround for python stopping and starting by storing the dictionary as marshal'd data. this means only python types are supported.
This feature is needed so when switching from a menu to a level blendfile, the configuration isnt lost.
This is odd because BLO_read_from_file was commented out with """//this doesn't work anymore for relative paths, so use BLO_read_from_memory instead"""
Undoing Erwins changes from r7497, just use normal file loading. From the commit log its not clear if he means relative filenames or relative linked libs but from testing both work now.
Introduction of a new Delay sensor that can be used to
generate positive and negative triggers at precise time,
expressed in number of frames.
The delay parameter defines the length of the initial
OFF period. A positive trigger is generated at the end
of this period. The duration parameter defines the
length of the ON period following the OFF period.
A negative trigger is generated at the end of the ON period.
If duration is 0, the sensor stays ON and there is no
negative trigger.
The sensor runs the OFF-ON cycle once unless the repeat
option is set: the OFF-ON cycle repeats indefinately
(or the OFF cycle if duration is 0).
The new generic SCA_ISensor::reset() Python function
can be used at any time to restart the sensor: the
current cycle is interrupted and no trigger is generated.
buttons_logic.c - NULL checks for game logic buttons, linking in groups with some logic links to objects outsude the group could crash blender. There are NULL checks for this case elsewhere so I assume it should be supported.
CMakeLists.txt - remove YESIAMSTUPID option, is not used anymore.
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
Note: yuck, this is a horrible way to do it -- python devs should
think about splitting the python stuff into separate libs if they
only want to partially include it in the game engine.
* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0
* Generated images arnt animated - use for a test to see if the textures animated.
We assign the material name before check the pointer.
Please Benoit check this and also I have a compiler warning
about the second argument in the previous call of
ConvertMaterialIpos, the argument is NULL but the function
need a dword.
* Material.c - functions for get/setRayTransGlossSamples were not being used.
* BPY_interface.c - removed function GetName(), since everything else just uses id->name+2.
* header_info.c - added ifdef win32 around copy_game_dll since its not needed for other os's yet
With this patch, only sensors that are connected to
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.
To take advantage of this optimization patch, you
need to define very light idle state when the
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view. ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )
To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand. Now, zoom out until the box is about 10 pixels high, and press P again. The box will disappear / be clipped out.
I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.
This should be suitable for inclusion in 2.47 branch also.
=======================================
Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.
* A new per texture face "Sort" setting defines if the face
is alpha sorted or not, instead of abusing the "ZTransp"
setting as it did before.
* Existing files are converted to hopefully match the old
behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
in a mesh with 600 faces lowered the framerate from 200 to
70 fps in my test.. the sorting there case goes about 15x
faster now, but it is still advised to use Clip Alpha if
possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
I've added some comments to the code about this.
Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
Merged some fixes from the apricot branch, most important
change is that tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.
Also, the subversion was bumped to 1.
The min/max parameters define a minimum/maximum angle
that the object axis can have with the reference
direction without being constrainted. The angle is
expressed in degree and is limited to 0-180 range.
The min/max parameters define a conical free zone
around the reference direction.
If the object axis is outside that free zone, the
actuator will tend to put it back using as a temporary
reference direction the vector that is exactly at
min or max degree of the reference direction
(depending if the axis angle is below the minimum
or above the maximum) and is located in the plane
formed by the axis and the reference direction.
With a low damping value, this is equivalent to
clamping the axis orientation within min/max degree
of the reference direction.
Backward compatibility corresponds to the absence
of free zone: min = max = 0.
Grease Pencil is a tool which allows you to draw freehand in some views, allowing you to annotate/scribble over the contents of that view in either 2d or 3d. This facilitates many easier communication and planning abilities.
To use, simply enable it from the View menu (choose 'Grease Pencil...' and click 'Use Grease Pencil'). Then, click+drag using the left-mouse button and the shift-key held to draw a stroke.
For more information, check the following page on the wiki:
http://wiki.blender.org/index.php/User:Aligorith/247_Grease_Pencil