Commit Graph

990 Commits

Author SHA1 Message Date
Nathan Letwory 663ce490e0 Enable CXX_GUARDEDALLOC support through SCons. 2010-10-08 20:39:56 +00:00
Nick Samarin 90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
Brecht Van Lommel 8cb17690f1 Fix #23785: in the game engine, if an object had an armature modifier + another
modifier, it would apply the armature deformation twice.
2010-10-02 16:42:12 +00:00
Brecht Van Lommel 39113a3582 Fix #23857: game engine world colors were not color corrected yet,
giving inconsistent results with render/UI.
2010-09-16 19:03:01 +00:00
Campbell Barton 9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
Joseph Eagar 82432d0d99 merge from trunk at r31523 2010-09-07 05:47:34 +00:00
Campbell Barton 2406ebe1a4 - added back zlib include (needed for win32).
- use list append in more places.
- remove non existing include dir.
2010-09-07 01:13:10 +00:00
Joseph Eagar 859c5a42f0 recopy fresh game engien from trunk 2010-09-04 19:06:15 +00:00
Joseph Eagar da42a340b5 bleh 2010-09-04 19:04:36 +00:00
Joseph Eagar bb7339a7ae merge with trunk at r31523 2010-09-04 05:31:25 +00:00
Benoit Bolsee a52f51df27 Recast: add SCons build system. 2010-09-01 21:43:22 +00:00
Benoit Bolsee 0bca249298 Add CMake build system on Recast&Navigation branch 2010-08-31 22:08:01 +00:00
Nathan Letwory 6c113b54b3 Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00
Benoit Bolsee ad70072009 BGE patch #22623 applied: new bound type: Capsule. 2010-08-28 20:56:54 +00:00
Mitchell Stokes 5c23537daa Committing patch [#23278] (by me)
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for:
  * Decrypting .blend files and loading them without having to store the .blend on the hard drive
  * Pulling .blend data out of an archive and loading it (again skipping the hard drive)

So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems).

Example usage:
import bge

with f as open('myfile.blend', 'rb'):
    data = f.read()

bge.logic.LibLoad('Name', 'Scene', data)
2010-08-28 02:07:55 +00:00
Campbell Barton c20bb3ec43 own rna naming commits r31439 r31472 also renamed BGE vars unintentionally 2010-08-26 23:49:46 +00:00
Benoit Bolsee 80a01e8f2a Fix BGE bug reported by Gilberto: BL_AmartureObject.channels returns only one channel. Fix BL_ArmatureChannel.joint_rotation now that bPoseChannel structure is passed directly to the get function. 2010-08-25 09:25:11 +00:00
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00
Campbell Barton 55ed0f0507 more rna renaming. 2010-08-18 08:26:18 +00:00
Campbell Barton d1759639dc - remove unused includes IMB_*, BIF_* & MEM_*
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-16 05:46:10 +00:00
Nick Samarin b5f4144d25 added option to set "up" vector of the actor orientation using navmesh normal (steering actuator) 2010-08-15 17:40:57 +00:00
Nick Samarin b822f0bb7a added option for automatic facing in steering actuator 2010-08-15 12:58:13 +00:00
gsr b3d 95aa8cfa4a Update address in license block. 2010-08-10 21:22:26 +00:00
Campbell Barton ad4fc20ec9 moved idcode functions into their own file (was added as a todo in the comments), these were mixed in with file reading code - BLO_readfile.h bot these functions are not spesific to reading. 2010-08-10 15:14:19 +00:00
Nick Samarin f09cd6974e synched with trunk at revision 31065 2010-08-05 13:54:56 +00:00
Campbell Barton a0cece42c6 bugfix [#23148] "ImportError: __import__ not found" on changing Render FPS
The BGE was getting the namespace dict directly from __main__ which conflicts
with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution.

Simple fix is to have the BGE and Blender use the same method of getting namespaces.
Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c

pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
2010-08-05 03:25:45 +00:00
Campbell Barton 940d1dcd0a remove commented scons lines from cmake files, fixed use of pointer poll function for ID drobdowns (currently unused) 2010-08-03 08:12:55 +00:00
Mitchell Stokes 1b7d264f1e Fixing a typo in the BGE Python API:
BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler

Making the docs match the code:
  BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion
  BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
2010-07-30 04:57:27 +00:00
Mitchell Stokes eabbbcdff9 Fixing a crash when using either BL_ArmatureBone.parent and BL_ArmatureBone.children. 2010-07-24 09:26:05 +00:00
Campbell Barton 9c3376a030 bugfix [#22716] Game engine corrupts rig ID-Properties. 2010-07-23 19:47:25 +00:00
Joseph Eagar c11c196efa part 1 of merge from trunk at r30358; it compiles, but doesn't link quite yet :) 2010-07-19 04:44:37 +00:00
Nick Samarin 0fbca1dc19 - added options to enable visualization for obstacle simulation and steering actuator
- added python attributes for parameters of steering actuator
2010-07-15 18:41:29 +00:00
Joseph Eagar a37bcf93ef wip commit; DO NOT USE. almost done with phase 1 of this restructuring, basically just some things that needed to be done before trunk (and some things that needed to be started, but can be finished much later). 2010-07-14 22:06:10 +00:00
Nick Samarin 81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
gsr b3d 3eebaceaa6 Fix spelling. 2010-07-09 23:14:07 +00:00
Nick Samarin c92d0dfdf6 Added:
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
2010-06-18 23:48:52 +00:00
Nick Samarin 700c32e738 - registration obstacle in game object
- creation obstacle on object replication (including navmesh object)
- creation object transform for navigation mesh directly from blender object instead of using SGNode world transform (because SGNode doesn't exists yet when building navmesh  on ProcessReplica)
2010-06-16 00:23:24 +00:00
Nick Samarin 147e8d01eb - added acceleration and turn speed parameters for obstacle simulation
- added debug visualization for object velocities
2010-06-11 21:13:59 +00:00
Campbell Barton 64fbe2ee21 Minor modification to how objects are selected for animation baking,
Rather then only baking parent objects. Only bake objects which are have no parents in the original scene.
This allows for parenting and unparenting within the game engine without gaps in the animation curves.
2010-06-10 14:42:24 +00:00
Nick Samarin 0183d55108 Added parameters for obstacle avoidance simulation: for object - flag for creation representation in simulation(OB_HASOBSTACLE) and obstacle radius (obstacleRad), for scene - obstacle simulation type (obstacleSimulation); added ui for new parameters 2010-06-10 00:19:06 +00:00
Nick Samarin 9d1b8bf0f8 Added segment obstacles, creation obstacles for walls of navigation mesh 2010-06-07 23:09:50 +00:00
Campbell Barton ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
Nick Samarin 0932f365bf added obstacle avoidance code; object movement is implemented via setting velocity 2010-06-04 23:29:49 +00:00
Nick Samarin d3d2e92fcc synched branch with trunk at revision 29109 2010-05-31 23:44:43 +00:00
Nick Samarin 05b92f0fc9 Added new actuator type for following steering behaviors: seek, flee, path following; renamed KX_Pathfinder to KX_NavMeshObject 2010-05-31 22:35:22 +00:00
Dalai Felinto c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
Mitchell Stokes 9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
Nick Samarin d7a701c2c5 - added new game object type for navigation mesh
- added py api for path finding and ray casting
- set svn properties for KX_Pathfinder
2010-05-27 20:18:56 +00:00
Dalai Felinto 5416f51b7a BGE Fix for: [#22142] Armature deformation does not work in Game Engine. + parent type to modifiers doversion(). Patch by Xavier Thomas (xat)
This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit

Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope).

I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...)

Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
2010-05-25 08:42:11 +00:00
Nick Samarin 56784fcde9 added converting mesh of game object to Detour StatNavMesh (game object is defined by property "navmesh") 2010-05-19 01:42:17 +00:00