Commit Graph

80 Commits

Author SHA1 Message Date
Reinier de Blois
c084520b03 Expose new Recast partitioning methods for navmesh generation
This patch depends on D1747, which upgrades the Recast version.  It exposes the new Recast partitioning methods in the navmesh generation.

Reviewers: campbellbarton, moguri

Reviewed By: moguri

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D1748
2016-04-05 21:39:04 +02:00
e302105981 Cleanup: RNA naming, use 'max' as a suffix 2015-10-12 12:31:55 +11:00
3dd83b533a BGE: Adding a Max Jumps value to the character physic window
Actually we only have a Python API that allows to change the max jumps value.
The patch also allows non programmers to change the maximum numbers of jumps.

Reviewers: panzergame, sybren, campbellbarton, lordloki, moguri, agoose77

Reviewed By: lordloki, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1302
2015-10-11 18:28:43 +02:00
8f837e0ac5 BGE: Fix T33564: UI obstacle panel disable for character and no collision objects. 2015-08-10 17:32:09 +02:00
9f48aa45ad BGE: added clamping of angular velocity.
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
2015-06-28 12:54:53 +02:00
847ec075eb Cleanup: pep8 2015-05-17 17:26:01 +10:00
e7f2aec81b BGE: Add 'Lock Translation' for dynamic objects
The XYZ translation lock was missing for dynamic object.

Reviewed By: panzergame
2015-05-14 15:23:42 +02:00
62b13c6d07 BGE: Fix: Activate collision mask/group in UI. 2015-05-03 19:16:27 +02:00
e6ceecdf97 Cleanup: pep8, spelling 2015-04-22 16:26:54 +10:00
4f2657bf47 BGE: New Draw debug shadow box for sun lamp
New Check option "Show Shadow Box" in shadow panel of sun lamp to get
feedback about which objects project shadows.

Minor tweaks by Campbell Barton and Jorge Bernal

Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: sergey, lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1149
2015-04-18 12:30:02 +02:00
ce40fb9ab2 BGE: World color management fix
This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.

Reviewers: moguri, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D154
2015-03-23 23:56:46 +01:00
e7d051043d BGE: New hysteresis offset to improve LOD level transitions
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.

Then, we have the following:

- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.

For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel

Reviewers: campbellbarton, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: nonamejuju, lordodin

Differential Revision: https://developer.blender.org/D957
2015-03-22 18:19:49 +01:00
8bb3e2a3ea gameengine physics: moving collision filtering inside the collision panel and relabeling some parts 2015-02-28 09:09:55 +00:00
938fa934c8 gameengine physics: removing compound option for character controllers
Cherrypicking c31d921 onto 117edbb
Conflicts:
	release/scripts/startup/bl_ui/properties_game.py
2015-02-19 11:20:17 +00:00
2b847d1e65 BGE: Remove translation and rotation constrains subpanel from dynamics type
The translation and rotation locks subpanel was not used by dynamic physics type to avoid inestability in the application of forces and/or torques. Therefore it is better to remove it from UI (for dynamics) to avoid misunderstandings.

Reviewers: moguri, dfelinto, campbellbarton

Reviewed By: campbellbarton

Subscribers: panzergame

Differential Revision: https://developer.blender.org/D1090
2015-02-13 00:05:16 +01:00
c44d7b0340 BGE: Remove duplicated audio panel from Render context
This commit removes the audio panel from Render context as it exists a similar panel in Scene context.
Also, it gives to the Distance Model a similar UI layout as it was in the removed render->audio panel
2015-01-29 18:26:28 +11:00
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
f5616bf8b2 Code cleanup: Game Engine related panels belong into properties_game.py. 2013-12-18 07:35:05 +01:00
James Yonan
1831c930a5 Game Engine: Option to record static objects animation 2013-12-09 22:28:38 +11:00
Dalai Felinto
7ee94deaf5 partial bugfix: [#36501] Blenderplayer can not change video resolution in Mac OSX
OSX support for native desktop resolution changing is not simple as for Windows or Linux.

The 'fix' here is at the interface level only.
Refer to the original bug report for the suggested native workaround, test patch and problems.
2013-09-16 13:24:28 +00:00
29f8dfd37a BGE: Adding vsync control. Users can enable vsync, disable vsync, or use adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost. 2013-07-29 22:31:32 +00:00
2085a42e52 pep8 cleanup 2013-06-27 03:05:19 +00:00
Dalai Felinto
49003dd90c partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui)
bug reported by Eloy Felix over email

Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.

Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:

- consistent UI OR to expose in the UI an option some people need
2013-05-16 21:37:24 +00:00
53917c4e3a rna attribute consistency edits, use common prefix for booleans. 2013-04-23 07:06:29 +00:00
Dalai Felinto
0976a780eb BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.
2013-01-27 19:57:47 +00:00
97d62f0183 style cleanup 2013-01-15 23:15:32 +00:00
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
3bf9bb3b13 BGE: Adding support for Bullet's collision masks. Each object now has a collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
2012-10-30 15:44:16 +00:00
47c7266522 Accidentally did a commit when I wanted to revert... (ignore my last revision) 2012-08-08 01:29:20 +00:00
843b45cafa 2012-08-08 01:24:48 +00:00
2553cdf195 style cleanup 2012-07-29 12:07:06 +00:00
ab38e1d379 User Interface Scripts:
* Code cleanup, removed unneeded code.
* Style cleanup, don't break lines to early 
(unless marked as pep8-80 or pep8-120 compliant) 
* Keep 1 line after layout declaration empty.
2012-07-29 10:03:46 +00:00
2a140e93c1 style cleanup 2012-07-04 21:41:05 +00:00
501922782f Fix for [#31792] "Character Physics type not detected by near sensor" reported by Mikko-Pentti Eronen.
Near sensors only pick up "actors," but objects with character physics did not have the actor option displayed. By setting the character physics object to actor, it can be picked up by the near sensor. However, it collides with the near sensor, which sounds like bug [#31701]
2012-06-21 05:30:57 +00:00
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
2691483e35 stule cleanup: pep8 2012-05-01 13:32:55 +00:00
95f4f243f9 Python UI Files:
* Panels only dedicated to the Game Engine, belong into properties_game.py.
2012-05-01 11:09:05 +00:00
15eb3452ec style cleanup: pep8, also quiet compiler warning. 2012-04-20 18:50:18 +00:00
5f0c43d2c2 BGE bug #30515: Sensor physics mode missing UI for use_actor option. This option tells whether the sensor object is only affected by objects that have the Actor option on or any object. The option was missing from the UI. 2012-04-15 11:47:08 +00:00
cb45d282fe Fix #30702: game engine softbody weld threshold was exposed in UI, but actually
disabled in code because it doesn't work well, so hide the property from the UI.
2012-03-28 12:18:25 +00:00
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
a7c1e339cf picky cleanup to use of bpy.types 2012-01-18 06:11:56 +00:00
391a214303 pep8 edits, also remove unused vars 2012-01-17 17:57:20 +00:00
Dalai Felinto
de86d89a9f Cucumber - AA for blenderplayer and fullscreen
..............................................
svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845

Notes:
======
*  we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though;

* (for after commit) it would be nice to gray out the width/height when desktop=True

* for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well.

* there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber.

Commit Logs:
===========
# 40845 by dfelinto
remove desktop and fullscreen properties. They are both part of playerflag now
also I removed the fullscreen from the DNA completely. I don't think we need doversion that..

#39045 by kupoman
The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely.

#38973 by kupoman
Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting.

#38970 by kupoman
Multisampling now works in a fullscreen Blender Player.

#38968 by moguri
Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
2012-01-11 20:53:22 +00:00
c99975e24f pep8 edits 2012-01-01 08:52:54 +00:00
Dalai Felinto
2ca9a6a004 more mist settings should be accesible to BGE 2011-12-29 01:38:11 +00:00
Dalai Felinto
32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00
c71e31eb4f Fix #29361: uv unwrap > project from view grayed out in menu.
Fix game navigation mesh panel in scene properties not showing closed by default.
2011-11-22 12:18:15 +00:00