This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python.
( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift
- this page will be removed as soon as I commit this)
Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue).
Kudos for the BlenderVR project for supporting this feature development.
Differential Revision: https://developer.blender.org/D1379
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.
Reviewed by: campbellbarton, panzergame, ton
Differential Revision: https://developer.blender.org/D1365
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).
Reviewers:panzergame
Fix T38030.
In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index.
Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1
Reviewed By: agoose77, hg1
Projects: #game_engine
Maniphest Tasks: T38030
Differential Revision: https://developer.blender.org/D1324
Basically, at this line body is always NULL and the code is never
executed
Reviewers: moguri, hg1, panzergame, agoose77
Reviewed By: hg1, panzergame, agoose77
Subscribers: blueprintrandom
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1331
Now internally the variables are processed as floats avoiding int->float->char conversions that are causing precision lost.
A check for int numbers is maintained to keep compatibility with old behaviour.
Reviewers: ben2610, campbellbarton, moguri, hg1
Reviewed By: moguri, hg1
Subscribers: campbellbarton
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1301
This patch adds the submodule app to bge. apps contains constants similar to bpy.app, particularly version (tuple of three ints like 2.75.1).
It was requested in T43918 and set as TODO.
The patch also adds rst doc for the module.
Reviewers: moguri, kupoman, lordloki, panzergame, campbellbarton
Reviewed By: lordloki, panzergame, campbellbarton
Subscribers: marcino15
Projects: #game_logic, #game_python, #game_engine
Differential Revision: https://developer.blender.org/D1348
As material is not NULL at this stage there is no need to do a NULL
check. Also to remove dead code
Reviewers: dfelinto, panzergame, hg1, moguri
Reviewed By: panzergame, hg1, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1330
Blenderplayer forgot to initialize the default material (defmaterail) with function init_def_material().
This reverts also the plumber commit 2fa4a48bce.
Reviewers: campbellbarton
Previously we don't merge material cached list, it create dangling pointer and memory leak.
Now we merge material cache list during the scene merge, and remove material in this list during the library free.
Reviewers: agoose77, dfelinto, hg1, pgi, campbellbarton, moguri
Reviewed By: campbellbarton, moguri
Subscribers: campbellbarton, youle, kupoman
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1278
The actual character motion actuator triggers every frame the jump method.
Adding an edge detection to trigger the jump method.
Reviewers: lordloki, sybren, moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D1220
Most of this patch was created by Daniel Stokes, I'm mostly just cleaning
it up and testing it. Still todo: hardness. I need to figure out how to
handle the integer -> float conversion on a dynamic uniform.
Reviewers: psy-fi, brecht
Reviewed By: psy-fi
Subscribers: psy-fi
Differential Revision: https://developer.blender.org/D511
Currently we can't update the physics mesh of an added rigid body.
The cause is that that we need to update all shapes to say that the mesh was changed, for static object we don't do that previously because we use a odd way to reallocate memory at the same place.
So now when a mesh is changed we iterate all physics controllers which use the same shape info and recreate its shape with the correct mesh.
example file : {F168100}
Reviewers: scorpion81, sergof, hg1, sybren, moguri, agoose77
Reviewed By: moguri, agoose77
Subscribers: sybren
Differential Revision: https://developer.blender.org/D1269
rendering
Make scene background color as default for render-to-texture instead of
current blue color (0, 0, 255).
It is very useful for mirrors setups.
Reviewers: moguri, ben2610, sybren, panzergame, hg1
Reviewed By: panzergame, hg1, moguri
Subscribers: mpan3
Differential Revision: https://developer.blender.org/D1287
I have added an optional named "index" argument for methode get/setUV, I have also modified the and set to deprecated methodes setUV2 and getUV2 : the doc was wrong and the methode can't be called anyway because it declared as VARARG in the .h and convert directly the args value to a vector in the .cpp.
Reviewers: sybren, lordloki, hg1
Reviewed By: lordloki, hg1
Subscribers: agoose77
Differential Revision: https://developer.blender.org/D1240