Commit Graph

584 Commits

Author SHA1 Message Date
3f3c6f5f1f Merging from trunk up to r38119. 2011-07-05 13:54:25 +00:00
ceabc6d119 BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure. 2011-07-05 05:22:02 +00:00
46d12b480e BGE Animations: Making the action actuator's loop end play mode work better. 2011-07-03 02:57:50 +00:00
5d7921691b BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator. 2011-07-03 02:51:14 +00:00
5f4f75c51a BGE Animations: Adding in layer weights to allow for layer blending. 2011-07-03 01:59:17 +00:00
b4b26b735c BGE Animations: Fixing a bug where an action actuator could update a frame property when it wasn't active. 2011-06-30 20:08:05 +00:00
12596969af BGE Animations: Shape drivers are now working again. 2011-06-30 19:33:13 +00:00
3afe0e9c88 BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1. 2011-06-29 02:42:46 +00:00
d122f24c1a BGE Animations: Fixing a bug with priority and non continuous animations. 2011-06-29 01:53:17 +00:00
de3c95a09c BGE Animations: Adding blendin for Shape Actions. 2011-06-29 01:05:12 +00:00
Dalai Felinto
0c8311fdf9 revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
This was causing a lot of backward compatibility problems and side effects.

It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told).
If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
2011-06-23 22:29:02 +00:00
f1a2d46aa0 BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis. 2011-06-23 22:12:49 +00:00
0fbca841ef BGE Animations: Making the play modes for the Acton Actuator behave more like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to. 2011-06-23 22:00:54 +00:00
2d2aa95227 BGE Animations: Making shape actions work again:
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
  * BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
  * I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
2011-06-23 19:09:09 +00:00
413bc87e4f Merge with trunk r37757. 2011-06-23 17:30:56 +00:00
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
207911bdb3 Merge with trunk r37677 2011-06-20 22:55:18 +00:00
65af1dcecd BGE Animations: Making sure the Action Actuator has a valid action before attempting to play. 2011-06-16 01:59:50 +00:00
c02006bc2b BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing. 2011-06-16 01:18:52 +00:00
08c155845d remove unused arguments 2011-06-15 14:06:25 +00:00
8ff0c2e107 Merge with trunk r37475. 2011-06-14 12:06:21 +00:00
Dalai Felinto
a2dda7c74d BGE Patch: [#27425] Allow to change the damping of the camera actuator
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"

The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).

This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########

epydocs (rst) updated too
2011-06-13 17:08:33 +00:00
8e85491ab7 BGE Animations: Adding a layer option to Action actuators. 2011-06-11 01:03:03 +00:00
c431863312 BGE Animations:
* Adding BL_Action::Play() and BL_Action::Stop()
  * Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
  * Making the Property play type work for the Action actuator.
2011-06-11 00:14:47 +00:00
c8a654c41c add includes for windows. 2011-06-09 18:28:58 +00:00
15d0d3f41e replace log() calls with constants 2011-06-09 14:27:51 +00:00
e18bea1cfc BGE Animations: Getting the Frame Property option of the Action Actuator working again. 2011-06-06 06:31:42 +00:00
cd04cff180 Merge with trunk revision 37149. 2011-06-03 23:24:01 +00:00
39bbf3854a BGE Animations: Reimplemented the continuous function of the action actuator.
* To do this, I've added Get/SetFrame() functions.
  * I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01 07:42:40 +00:00
6394261e54 BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures. Object animation works through this actuator now too. :) 2011-06-01 06:43:10 +00:00
38d87ee48e BGE Animations: Beginning work on the new action actuator.
* Converted BL_ActionActuator::Update() to use the new action api (still just armatures)
  * Not all of the functionality of the old Update() have been ported (Lood end, continued animation, etc)
  * Things are still pretty messy. Once have things more flushed out, I'll start stripping more of the old actuator out.
2011-06-01 05:48:37 +00:00
09da9d4393 cmake maintenance
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00
884b9d1557 BGE: fix bug #26775, crash when physics constraint is defined on non-active objects. Patch provided by Sergey Sharybin, verified and applied. 2011-05-30 15:40:01 +00:00
9cfd093a93 Merge with trunk r36987. 2011-05-29 00:48:03 +00:00
07dca94476 BGE Animation:
* Adding IPOs to BL_Action
  * Adding a "speed" option to adjust the playback speed by some factor
2011-05-28 07:15:27 +00:00
bd5f78d1a0 Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gcc 2011-05-27 08:45:48 +00:00
e070975ae4 missed this in recent commit. 2011-05-26 22:48:06 +00:00
017fa2c19f BGE Animations:
* Adding a BL_Action and a BL_ActionManager
  * Each KX_GameObject has a BL_ActionManager, which can control up to for BL_Action objects at a given time
  * Currently, the only interface to BL_ActionManager is through KX_GameObject via Python
  * Only armature animations are currently supported
2011-05-24 07:52:29 +00:00
Nathan Letwory
2eed2a7f58 fix for r36723 - putting extern Material inside code like that results in wrong linking. Move to proper place so that linking goes right. 2011-05-17 16:20:07 +00:00
0858904571 fix [#27414] no-material renders differently in View3D vs BGE
when a texface layer exists this still overrides the default material.
2011-05-17 02:44:52 +00:00
2aea765d6e Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
The tracker description:
"This patch fixes this bug:
http://projects.blender.org/tracker/index.php?func=detail&aid=25487&group_id=9&atid=306

This was accomplished by making sure the KX_GameObject's object color gets set during the conversion process in the method gameobject_from_blenderobject. Otherwise all the values for object color default to 0. The reason adding an IPO worked as a work around is because it set the object color."

The bug report mentioned is bug [#25487] "BGE: Object Color only works when it has a keyed frame"
2011-05-08 03:42:24 +00:00
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00
1c6956a4d6 quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +00:00
a7507e945d fix [#26803] Libs paths are case sensitive in windows
use case insensitive path comparison on windows: BLI_path_cmp
2011-04-06 06:03:48 +00:00
bb1f20a534 includes for building with gcc 4.6 on fedora.
patch from Richard Shaw
2011-03-30 16:14:54 +00:00
3384679aec BGE Dynamic Loading:
* Adding keyword arguments to LibLoad
   - load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
   - verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
 * Also making error reporting better for when an invalid group/idcode is given.
2011-03-22 02:39:08 +00:00
500f393bda BGE Dynamic Loading: Fixing a particularly nasty leak that occurred if LibLoad() errored. 2011-03-21 09:32:54 +00:00
35dbf67c00 Fixing the other crash mentioned in bug #25083. m_current_scene isn't always pointing to valid memory by the time LinkBlendFile is called. So, use the supplied scene_merge scene instead. Scene LibLoad was already doing this, so I just made Mesh and Action follow suit. 2011-03-19 22:47:51 +00:00
815a795be9 Fixing 1/2 crashes mentioned in bug #25083. This crash happens when LibLoad tries to grab bad mesh data from a previous Load/Free via FindGameMesh(). FindGameMesh() makes use of m_map_mesh_to_gamemesh, so the mesh needs to be removed from this on free. 2011-03-19 22:37:27 +00:00
a5e59ede6e pass report list along to BLO_blendhandle_from_file(), avoid unlikely crash in the append operator. 2011-03-12 15:15:40 +00:00