Two areas of the BGE use a hard-coded 60 Hz as frame rate. However, this 60 Hz is just a default setting, and can be changed in the Blender interface.
This setting is now used instead of the hard-coded 60 Hz.
CcdPhysicsEnvironment::SetFixedTimeStep() is actually never called, as we don't even support a true fixed-timestep simulation.
Added a new "current_lod_level" property to the python api of
KX_GameObject. The property returns the current lod level of the game
object. The purpose of the property is activate logic routines only when
an object is at a certain lod-distance from the camera, avoiding to
separately recomputing the same distance in the logic script. Usage in
python script might look like:
owner = bge.logic.getCurrentController().owner
lod_level = owner.currentLodLevel
if lod_level == 0: ...do something
else: ... object might be too distant
Reviewers: dfelinto, kupoman, moguri
Reviewed By: kupoman, moguri
Subscribers: lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D978
overlay scene
GetGameObjectType is overwritten in KX_FontObject to differentiate a
font object into AddNodeReplicaObject function. Now, in this function,
we add fonts in the appropriate list.
Reviewers: campbellbarton, moguri, dfelinto, lordloki
Reviewed By: lordloki
Subscribers: lordloki
Projects: #game_logic, #game_engine
Differential Revision: https://developer.blender.org/D1130
Blender allows you to create a constraint without specifying its reference
object, even when the constraint requires such a reference. The BGE would
crash on this. This change simply ignores such a constraint.
This patch fix two bugs related to CreateConstraint().
1. Disable linked collision only working with 6DoF constraints.
2. If all pivot axis rotations setted to zero the linked object disappears.
{F101374}
Reviewers: moguri, sybren, brita_, lordloki
Reviewed By: lordloki
Subscribers: p9ablo
Differential Revision: https://developer.blender.org/D704
OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?
Deleting an object was deleting all rigidbody constraints in the scene.
Bug was introduced with D701.
Reviewers: agoose77, sergof, moguri, lordloki, sybren
Reviewed By: lordloki, sybren
Subscribers: sybren, hbar, blueprintrandom, sergof, agoose77
Differential Revision: https://developer.blender.org/D1007
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.
Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).
{F142195}
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D1074
Null check to verify that parent has a character controller. Otherwise (i.e empty) it will crash.
Reviewers: moguri, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1115
Move physicsid type to unsigned long long to avoid crashes on Windows 8.1 64bits.
Other systems also modified to put them inline with this solution.
Reviewers: dfelinto, brita_, moguri, juicyfruit, campbellbarton
Reviewed By: juicyfruit, campbellbarton
Subscribers: juicyfruit
Differential Revision: https://developer.blender.org/D1122
Due to changes in the way animation updates were handled,
BL_ArmatureObjects were no longer registering to KX_Scene as animated.
Moguri says: It might have been relying on the deformer update which
moved rom being called on every object in the render step. Now
armature deformers are only updated if they need to be.
Fix T42919 & Fix T42218
We make sure that good values are passed to GetPolygon() and we check that the visual mesh doesn't have a wrong displacement when it passes over a object which has a mesh triangle as compound bound.
Reviewers: dfelinto, sergof, agoose77, moguri
Reviewed By: moguri
Subscribers: agoose77
Differential Revision: https://developer.blender.org/D979
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing.
I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing.
I make sure that these functions are called only once per run, inside initBGE.
This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that.
I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order.
initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both?
Reviewers: campbellbarton
Subscribers: sybren
Projects: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D1070
This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:
```
def on_colliding(other, point, normal):
print("Colliding with %s at %s with normal %s" % (other, point, normal))
game_ob.collisionCallbacks.append(on_colliding)
```
The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.
The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.
Reviewers: brita_, campbellbarton
Subscribers: sergey, sybren, agoose77
Projects: #game_physics
Differential Revision: https://developer.blender.org/D926
The goal of these changes is to Close T40132 and to get rid of the 'PyRun_SimpleString'
Hilighted changes are:
- consistent naming and initialization of BGE submodules
- initialization of the 'bge' module as a proper module
- using PyDoc_STRVAR instead of static char*
- generic cleanup (unused arguments, logica ordering, naming and whitespace)
Reviewers: campbellbarton
Maniphest Tasks: T40132
Differential Revision: https://developer.blender.org/D983
-Removing unused parameters
-Updating some parts to match bpy_interface.c initialization
Cherry-picking 14fceb6 onto 117edbb
Conflicts:
source/gameengine/Ketsji/KX_PythonInit.cpp
Red was used with different semantics in the physics visualisation,
switching to yellow to prevent confusion.
A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's
the yellow balls + lines.
Reviewers: brita_, lordloki, campbellbarton
Reviewed By: lordloki, campbellbarton
Subscribers: lordloki
Projects: #game_physics
Differential Revision: https://developer.blender.org/D925