Commit Graph

12985 Commits

Author SHA1 Message Date
d4f8b416e9 BGE soft body: change welding option to disable welding check by default: speeds up shape conversion. This is fine if the object has no duplicate vertices. Otherwise, bullet will be extremely slow and you can either set some welding or remove duplicates in the mesh. Welding is now displayed in linear scale: 0.0 -> 0.01, no need to use logarithmic scale ;-). Fix a bug with Bullet by which vertex array for soft body must have 3xfloat stride. 2009-04-27 22:21:42 +00:00
Dalai Felinto
fa826774a3 CMake files changes for FFMpeg update
This was broken since last month !!!
2009-04-27 22:14:51 +00:00
dc664e3925 TexVert sharing was disabled for flat faces, this is silly since a building or any other model with flat faces will often be able to share texverts.
Simple testcase with a subdivided cube used 1/3 as many texverts and spend half as much time in the rasterizer while profiling.
2009-04-27 17:53:41 +00:00
352eaccd5d BGE: Add soft body welding parameter to the Advanced Settings panel. The values are very small so I chose to use logarithmic scale. Should be fine, it's an advanced setting after all. 2009-04-27 16:44:02 +00:00
c56ee09c48 BGE bug #18624: Collision detection fails on parented objects. Partial fix, parented shape now moves with the parent but still the parent near detector detects the child only in the zone where it was parented. 2009-04-27 16:40:26 +00:00
369c8b8055 [#18628] stuck triangle when projection painting -- 2.49RC1
Increasing the tolerance when making intersection comparisons fixed this.
There is also a problem where a pixel aligned quad would get a diagonal line down the face. offset the pixel locations a little to avoid this (crappy I know but will fix most cases).
2009-04-27 14:22:02 +00:00
e2582ba6c1 Fix for bug #18610: in the Game menu enabling "Record Game Physics to IPO"
made "Generate Display Lists" hidden (these work fine together).
2009-04-27 12:18:18 +00:00
22df42cdec Fix for bug #18032: AAO pixel cache + refraction artifacts, the pixel
cache can only be used for the first hit.
2009-04-27 11:49:40 +00:00
9c3d628082 [#18616] Scons+MinGW compiling error with gaming engine enabled.
Attempt to fix building in windows with mingw
2009-04-27 07:07:22 +00:00
5d1d6ad4d1 Don't always activate a Bullet rigid body
If you want to keep a rigid body awake, please use the GUI 'No Sleeping' option for Rigid bodies.
2009-04-27 05:06:24 +00:00
d2ff190dfb Lower the vertex welding threshold, for removing duplicate/nearby vertices for soft bodies (this broke susanne softbody regression test) 2009-04-27 04:21:05 +00:00
f64265d714 Bugfix #18603: Clear User Transform does not work -- 2.49RC1
Modified the behaviour of Clear User Transform so that when there's no action, Clear User Transform now resets the entire pose to the rest pose. However, when there is an action, the pose on selected bones gets cleared to the pose defined in the action, not the rest pose.
2009-04-27 00:49:01 +00:00
310356a732 Shrinkwrap fix (before I only fixed normal projection)
nearest surface + nearest vertex fixed now
2009-04-26 21:33:22 +00:00
7a042dcc3a [#18623] projection paint alpha paintingacts as 1bit -- 2.49RC1
Also fixed...
- smear with alpha channels (had to disabled blending modes).
- using uninitialized memory in a few cases.
- negative index in an array bug.
2009-04-26 21:30:42 +00:00
ce3aabb4e7 Rewind own commit that aimed to make converting meshes faster at startup.
Some files probably need to have UV's welded so better do this even though it seems inefficient.
2009-04-26 21:23:59 +00:00
Ken Hughes
f8239c8ac7 Missing end-of-line. 2009-04-26 18:38:16 +00:00
af1c25c9d0 Fixed shrinkwrap bug:
shrinkwrap wasn't using the updated coordinates/normals of vertexs
	when the DerivedMesh had been modified by a previous modifier.

	before revision 19744, users would only notice a strange behaviour
	of shrinkwrap in projection mode (because it was using the wrong normals)
	(jpbouza reported this)

	after revision 19744 this bug was "bigger".

Anyway it's fixed now :)
2009-04-26 13:26:18 +00:00
ba563216e9 BGE: Fix Orthographic mode and viewport scaling
- the BGE now uses correct glOrtho projection whe camera is in orthographic mode
-
2009-04-26 12:23:30 +00:00
fc4ba5e131 When adding multiline text drawing I missed a case where the image pointer should have been checked - drawing text on a face with no image would crash blender.
Better tooltip for game actuator file field.
2009-04-26 09:41:39 +00:00
Nathan Letwory
fb7803c300 Amendment for 19924 - no setenv() on Windows, make it work with _putenv_s(). 2009-04-25 20:26:27 +00:00
dd21e9b626 patch from michael williamson, export multiple UV layers to lightwave
[#18575] remove unused local variables
2009-04-25 17:52:04 +00:00
5233069908 Running 2.48rc on my system segfaults when starting the game engine, only on the release, not for my own builds.
Setting the SDL video driver to dummy prevents the crash, this is recommended in the SDL docs if your not using the video driver.
2009-04-25 12:58:07 +00:00
b991b32458 BGE mesh modifiers: fix view frustrum culling for mesh with modifiers. Update the bounding box based on mesh extent after applying the modifiers. 2009-04-25 12:20:59 +00:00
3038fb1a01 [#18606] Writing to KX_GameObject.orientation causes crash
Own bug, conversion function to get an orientation from python - PyOrientationTo() ignored user input completely :| (breaking the orientation attribute)

Also made KX_GameObject worldOrientation writable and minor doc fixes.
2009-04-25 07:17:36 +00:00
0c482f7607 BGE API - small changes
- print CListValue errors only once.
- bge_api_validate_py.txt now validates modules as well as types.
- added missing functions and consts for epydoc modules. some of these in GameLogic.py still need sorting.
2009-04-24 20:27:04 +00:00
252928ab36 BGE: removed support for time dependent modifiers, they don't make sense in the GE. Disable modifiers when Bullet soft body is used: bullet needs the original vertex array. 2009-04-24 19:49:15 +00:00
a5f4d7cb53 BGE PyAPI epydoc errors fixed 2009-04-24 07:45:17 +00:00
0feaedfa9a BGE bug #17950: crash when GE softbody is parented to a rigid body/soft body/dynamic object. 2009-04-23 21:19:42 +00:00
67b3e1a07b BGE bug #17863: Shaky game camera. 2009-04-23 20:30:01 +00:00
70f1b45430 Fix for part of bug #18496: issue with light state switching
when using Dome.
2009-04-23 13:30:34 +00:00
09c341c3bd Make: removing hidden directories from .app failed. 2009-04-23 09:59:19 +00:00
960581fcc9 == Sequencer ==
Fixes:
[#18489] Adding (add filter) nested strips 
causes Blender VSE to segfault on frame render.
[#18209] 3 VSE crash bugs with .blends 
(all left click and move mouse over Metastrip/Blend Mode related)

... and a new segfault I introduced with my last commit.

Also: memcache limiter refcounts are tested now in critical
      places, printing an error message,
      since doing refcounting right is, well, hard.
2009-04-23 07:40:01 +00:00
ad8e98bccd == SEQUENCER ==
This fixes 

[#18079] Sequencer color correction does not apply on float image if "make float" is not applied

and closes

[#18582] bug fix #18079

by removing ibuf->rect on image load if ibuf->rect_float is used.
(Don't know, why the OpenEXR loader does that, but I fix this on sequencer
side for now...)
2009-04-23 06:07:51 +00:00
Dalai Felinto
073abf7047 BGE Dome update:
* Enviroment Map implemented (replacing truncated mode 2).
 - Now it's possible to pre-bake animated (or static) EnvMaps to use with Cube Map textures.

* Enabling 2DFilter in Dome mode
 - no GL_DEPTH_BUFFER supported though.

* Tweaking GameSettings menu (centralizing buttons)
2009-04-23 02:27:11 +00:00
327881c838 [#18574] small bug - warning for sce.link() depreciated displays even when sce.objects.link() is used
Remove the warning since the func will sstay in 2.4x
2009-04-23 00:56:05 +00:00
Dalai Felinto
7ac233be8a BGE Rasterizer methods to handle Screen Space - (getScreenPosition, getScreenVect, getScreenRay)
getScreenPosition(obj):
 - Gets the position of an object projected on screen space.

getScreenVect(x, y):
 - Gets the vector from the camera position in the screen coordinate direction.

getScreenRay(x, y, dist, property):
 - Look towards a screen coordinate (x,y) and find first object hit within dist that matches prop.
- The ray is a call to KX_GameObject->rayCastTo from the KX_Camera object.

Patch [#18589] test files can be found there. Patch reviewed by Campbell
2009-04-23 00:49:38 +00:00
e8f5c75005 patch from Mitchell Stokes, comments only - KX_PYATTRIBUTE_TODO for missing attributes 2009-04-23 00:47:45 +00:00
6a270ecb94 BGE Python API
CListValue fixes
- Disable changing CValueLists that the BGE uses internally (scene.objects.append(1) would crash when drawing)
- val=clist+list would modify clist in place, now return a new value.
- clist.append([....]), was working like extend.
- clist.append(val) didnt work for most CValue types like KX_GameObjects.

Other changes
- "isValid" was always returning True.
- Set all errors for invalid proxy access to PyExc_SystemError (was using a mix of error types)
- Added PyObjectPlus::InvalidateProxy() to manually invalidate, though if python ever gains access again, it will make a new valid proxy. This is so removing an object from a scene can invalidate the object even if its stored elsewhere in a CValueList for eg.
2009-04-23 00:32:33 +00:00
d568794a98 Fix for bug #14410: multires + vertex colors crash rendering
or baking while in editmode.
2009-04-22 23:01:40 +00:00
1ca6768051 Fix for bug #18509: mesh deform modifier not working on load,
with cage on hidden layer.
2009-04-22 22:38:23 +00:00
90508ed125 BGE bug #17670: Python controlled mist doesnt work in textured mode. 2009-04-22 22:12:36 +00:00
fd108f1019 [#18586] [bug] Ray sensor doesn't return a hit object
Supporting len(GameOb) to see how many properties it has backfired since it can then evaluate as false.
2009-04-22 20:43:41 +00:00
f06802050d [#18587] bugfix #18425 (Window.EditMode() ignores undo information)
from Lorenzo Pierfederici (lento)
2009-04-22 19:04:00 +00:00
48f483d14f BGE: some more cleanup, implement proper GetReplica/ProcessReplica workflow for touch/near/radar sensor. Remove duplicated code. 2009-04-22 18:20:41 +00:00
b22819f686 Bugfix #18039
Armature modifier didn't set amd->prevCos temp variable to NULL 
after freeing. Saving this in file will cause error or crash on
reading. Quite weird how it survived so long?
2009-04-22 17:35:37 +00:00
971cabc2d6 Bugfix #18058
Ray-transparent didn't pass on thread number to shading code, giving
"blothes" in render, when using node materials.

This also rewinds Campbells commit of feb 21, which tackled the error,
but not the cause.
2009-04-22 17:06:47 +00:00
f6d27e73ee BGE: some more cleanup, remove useless ReplicaSetName(), move code to ProcessReplica. 2009-04-22 16:58:04 +00:00
076d1910f5 BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00
a8592d09d0 BGE C++ API
Some functions used
	ProcessReplica(replica);
others
	replica->ProcessReplica()

Use the second method everywhere so the PyObjectPlus's ProcessReplica() can be called from its subclasses.

Note that PyObjectPlus's ProcessReplica isnt used yet.
2009-04-22 12:16:41 +00:00