44f45894c2
Miscellaneous Fixes:
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Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
2004-06-04 03:00:13 +00:00
4ff321d507
Fix bug #1334 : Crash with Python/GameEngine when the script has syntax errors.
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When Python compile fails (eg syntax errors) skip the execute stage.
2004-06-04 02:10:58 +00:00
976e3a1824
Updates to GamePython Reference.
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Added Actuator documentation.
2004-06-02 12:43:27 +00:00
0dfc3a3b78
Use epydoc for generating game python reference (like the bpython guys)
2004-05-31 13:06:04 +00:00
d38329b5aa
Added Python module for Lights.
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Added attributes to the vertex class.
2004-05-30 11:09:46 +00:00
b97c77df2b
Check for zero normal vectors in the clip planes (if eg Python has set a strange projection matrix)
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Fix the transformation of the frustum bound sphere to world coordinates.
2004-05-30 11:04:26 +00:00
8253d3e041
Python fixes:
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Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates
2004-05-26 12:09:17 +00:00
3dd18c5c34
Added an UpdateTransform callback from SceneGraph -> Physics.
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Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place. This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.
Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00
e5cc9abceb
Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
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Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00
a96955efc2
Game Python Reference Manual.
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This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc.
Missing: Actuator & Controller reference.
2004-05-24 07:49:50 +00:00
4551490dd4
near & far are reserved words on MSVC. Don't use them as variable names.
2004-05-21 14:09:18 +00:00
e957b12f0e
Frustum sphere culling.
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Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
2004-05-21 09:21:15 +00:00
1217928e66
Fixes for Camera objects and python:
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Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
2004-05-21 09:18:42 +00:00
22883f9232
Query GL for max number of lights to use.
2004-05-21 08:56:05 +00:00
e78ef29a59
Depth sorting for alpha mesh objects.
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- Mesh Objects are sorted by depth (based on object centre.) Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
2004-05-21 08:55:12 +00:00
fba0e401c9
Compiler portability fixes (MSVC 6)
2004-05-17 23:56:56 +00:00
5454280f6c
Same again - change static const for MSVC++
2004-05-17 09:06:54 +00:00
0f447ac5a8
Fix for MSVC .NET, which can't handle static const declarations in classes.
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Make it static, and define in SM_Object.cpp
2004-05-17 08:31:35 +00:00
6f4272a200
Fix for bug 1245: Vertex Colours are wrong in GameBlender. 2nd try.
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http://projects.blender.org/tracker/index.php?func=detail&aid=1245&group_id=9&atid=125
The member names of MCol are wrong, so we will convert to unsigned char* like the rest of blender.
2004-05-17 00:42:07 +00:00
bab6e5ce36
Cleanup unused/commented out code, compiler warnings, coding standards etc.
2004-05-16 13:10:10 +00:00
d5fde6c48b
Added #!/usr/bin/python standard script identifier to the start of SConscript files.
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Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
2fd6e72851
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
9827bf0cd7
Up the maximum triangles in a bucket.
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GPUs can do more now.
2004-05-16 12:56:36 +00:00
9d147f52fd
Use safe_normalized instead of normalized in shadow cast.
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Should fix crashes reported by Calli
2004-05-16 12:56:08 +00:00
52a835a179
Inline accessor methods used by armature deformation.
2004-05-16 12:55:37 +00:00
512c269a16
Use const for SetProjectionMatrix
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Remove warning printf.
2004-05-16 12:55:21 +00:00
2144f20b04
Use bitset instead of mucking around with <<, | and &
2004-05-16 12:55:05 +00:00
c50055204d
SceneGraph support for bounding boxs
2004-05-16 12:54:44 +00:00
3e6b05f607
Python utils for Python <-> MT_Vector, MT_Point & MT_Matrix
2004-05-16 12:53:54 +00:00
0a27ae972e
Don't overwrite camera's projection matrix every frame.
2004-05-16 12:53:39 +00:00
d162882e3a
Frustum culling
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New Python Hooks for cameras.
2004-05-16 12:53:22 +00:00
3b63bbe90c
Don't touch protected KX_GameObject members.
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Protect KX_GameObject - Py_Header unprotects!
2004-05-16 12:52:54 +00:00
979e242657
Frustum Culling.
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- tests every object against the view frustum.
- Tree based culling is there, need to build tree.
2004-05-16 12:52:30 +00:00
5659bedf34
Don't increment tface if tface == NULL
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Generate bounding boxes for frustum culling
2004-05-16 12:52:08 +00:00
81679446ba
Make game users happier.
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Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.
2004-05-13 13:07:38 +00:00
bd50d2f9cd
Delete all SOLID shapes at the end of the game engine. They were all being leaked!
2004-05-08 00:25:20 +00:00
5813ae55d4
Fix Bug #1243 : http://projects.blender.org/tracker/?func=detail&aid=1243&group_id=9&atid=125
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Use external velocity (velocity set by the game engine - not the physics engine) for Motion Actuators.
2004-05-06 02:13:07 +00:00
648c21947c
Use a better compare function for RAS_IPolygonMaterial
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Fix sharing verticies - must test pos, normal, uv & colour before sharing (not just index)
2004-05-04 13:17:46 +00:00
f03fa79d28
Fix for bug #945 getVertexArrayLength(x) returns different values on different runs of the game engine.
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http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125
The material buckets were being sorted by pointer (ie their location in memory.)
Also fixed find shared verticies.
2004-05-04 09:34:02 +00:00
08c14c7ca0
Mouse Wheel Support for the Game Engine.
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This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
2004-05-02 23:45:03 +00:00
e7df984c16
Changes for OSX compiling with Makefiles;
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- support 2.3 python
- use -O2 for all
- fixed reference to SOLID.h
2004-05-01 16:52:29 +00:00
Hans Lambermont
dcb83e27a2
- use SDL sound on FreeBSD too.
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- add solid include path to unix common makefile ... this is not FreeBSD
specific, so I'm a bit confused as this wasn't corrected before.
2004-04-30 17:50:48 +00:00
d7e6a3dd47
Fix blenderplayer unable to load .blend files (only runtimes!)
2004-04-29 10:51:02 +00:00
83b17b9f4d
Fix: Setting objects Dynamic, then unsetting Actor would leave an object dynamic.
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Check for Actor && Dynamic to enable dynamic.
2004-04-28 09:08:42 +00:00
5df9926f49
Fix MouseFocus Sensor objects for dynamic cameras. (Bug 1165)
2004-04-26 07:19:18 +00:00
63048b6cf4
Synchronise game engine with Tuhopuu2 tree.
2004-04-24 06:40:15 +00:00
a46f456e92
Fixes for MouseFocusSensor: (bug 1165)
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1. Do the ray cast properly (from the near plane to the far clip plane)
2. Loop over invisible objects (sensors)
2004-04-24 06:36:55 +00:00
3a2194a534
Remove ability to open a published executable from Blender.
2004-04-24 06:29:51 +00:00
Nathan Letwory
892720ffad
[SCONS] Optimisation flags for msvc
2004-04-22 04:50:41 +00:00
4e2f7baff2
Improved rigid body handling for non spherical bounds type.
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Polyheder dynamic objects are now converted properly.
2004-04-16 06:26:33 +00:00