1e64732d52
BGE: Fix for [ #34781 ] "bge.texture.ImageRender does not show Font object" reported by Monster.
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This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
2013-06-20 03:50:02 +00:00
4eded6dbdc
BGE: Fix for [ #35479 ] "OSKEY (Command Key on Mac) not working" reported by Mike Pan (mpan3).
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The OSKEY was never added to the game engine, so it didn't recognize it.
2013-06-20 03:22:55 +00:00
1f785cc196
BGE: Fix for [ #32218 ] "logic.addScene() Not Adding Scenes in Order" reported by Josiah Lane (solarlune).
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Adding scenes now uses a vector instead of a set to maintain order. This fix is partly based off of patch #32297 by Pavel Sadikov (sigmat).
2013-06-18 04:15:27 +00:00
2a1d58c14d
BGE: Fixing the python profiling information so that bge.logic.getProfileInfo() returns information even if Show Framerate and Profile is not enabled.
2013-06-17 06:40:39 +00:00
53e4911ec8
BGE: Fixing a bug that caused KX_GameObject.localTransform to give incorrect results.
2013-06-13 22:15:44 +00:00
9cf6e305a9
split bge includes for scons onto their own lines (for easier merging)
2013-05-29 21:56:55 +00:00
225c5fee6b
move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
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remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
c77179a3c2
code cleanup: comment/remove unused defines
2013-05-28 01:15:59 +00:00
bb7b04bd94
BGE: A little bit of cleanup:
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* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
* Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
* Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
2013-05-14 22:52:10 +00:00
21955ac8aa
Fix #35329 : action actuator crash with replacemesh, pointers got outdated.
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No need to cache this, creating it is quick.
2013-05-13 10:54:57 +00:00
01a981f5c4
BGE: Fix for [ #35204 ] "New Alpha-Enabled Shadows Work Until UVs Change" reported by Josiah Lane (solarlune).
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BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
2013-05-10 07:05:12 +00:00
Dalai Felinto
102c0d76e9
bugfix: [ #31757 ] setGLSLMaterialSetting has no effect
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original patch by me, with contribution from HG1 and Florian Völker
bug introduced in rev. 40113
2013-05-08 21:43:35 +00:00
854fd94016
bge py api: raise an overflow exception when assigning a float to a bge object which is out of the float range.
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also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
2013-05-03 01:13:51 +00:00
dee33e8097
fix [ #34609 ] mesh.getVertex doesn't work as spected with poly.getMaterialIndex() and poly vertex indexes
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revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
2013-05-01 22:41:55 +00:00
a580677801
BGE: Small fix to allow clip alpha to work with alpha shadows.
2013-04-27 08:37:41 +00:00
d2b14ed4f0
BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping().
2013-04-14 00:40:24 +00:00
dbf4328f3f
BGE: Adding a render.setFullScreen() and a render.getFullScreen() to allow fulscreening games via Python.
2013-04-13 21:09:02 +00:00
Dalai Felinto
1c80388a73
bge fix: framing mode "Expanded" not updated when resizing blenderplayer
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now, with a 'resize' routine for the engine we can/should also recreate some
buffers that are created only at init time (e.g., 2d filters, dome fbos, ...).
This bug was always present in Blender (since 2.49 at least).
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
2013-04-12 01:52:30 +00:00
8c1cb10cfd
code cleanup: unused vars, make other vars static.
2013-04-10 22:49:50 +00:00
858ff6b696
Fix for [ #34898 ] Typo in error message of mathutils.Vector
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* Also fixed some more cases of "more then" -> "more than".
2013-04-07 15:09:06 +00:00
7bdb7331b5
BGE: KX_Camera.getScreenVect() was using glReadPixels to get a depth value, which was causing a sync event between the gpu and cpu. glReadPixels was always returning 0, so I removed it and set depth to be a constant 0.
2013-04-07 00:13:04 +00:00
0874237358
code cleanup: bge warnings
2013-04-04 23:16:23 +00:00
966e86cd2d
Fix for [ #34754 ] "Revision 55527 provokes glitchy GLSL shadow map rendering" reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-04-04 03:55:43 +00:00
ab41583bc2
style cleanup
2013-03-29 06:21:28 +00:00
d15d78a33a
style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
2013-03-27 20:27:07 +00:00
64d161de87
style cleanup:
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
e1a54214bb
code cleanup:
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
2013-03-25 02:41:30 +00:00
92d7955d13
fix for struct definition building with msvc2008 and some style cleanup.
2013-03-24 01:19:55 +00:00
1356e3b490
BGE: getting rid of a few maybe-uninitialized warnings.
2013-03-23 03:04:02 +00:00
dad877bc3b
fix for BGE crash replicating a navmesh.
2013-03-22 20:19:55 +00:00
e6020cd320
BGE: Adding a getProfileInfo() function to bge.logic. This function returns a Python dictionary with the same information as the on screen profiler.
2013-03-19 04:51:37 +00:00
655ed9cc7f
style cleanup
2013-03-18 11:44:56 +00:00
16b82845ee
code cleanup: add 'const' to headers to quiet msvc warnings, also remove (char *) casts that aren't needed now we're on Python3.3
2013-03-17 18:30:31 +00:00
f2bb536994
code cleanup: also change BKE_blender.h BLENDER_VERSION_CHAR to 'a' so as not to confuse things.
2013-03-05 14:47:49 +00:00
f44b54d2a7
patch [ #34103 ]
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from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
2013-03-05 03:17:46 +00:00
2921d48239
code cleanup: unused vars in collada, preprocessor formatting & warning in mingw.
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also compiling without bullet needed a stub added.
2013-03-04 00:53:57 +00:00
2822a14e5d
Fix #34483 : game engine multi UV glsl materials not working correct after changes
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to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00
0dd6988a1e
add PHY headers to cmake's ketsji (else some IDE's won't show)
2013-02-26 23:08:42 +00:00
4f3ca854e1
Fix various warnings with clang build, and adjust cmake clang warnings flags
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to include a few more that gcc is using too.
2013-02-26 21:58:06 +00:00
2f2c0a6b02
BGE: Fixing a crash reported by Ace Dragon on BA. It looks like Object->totcol can give a number higher than the number of materials, so I've added some NULL checks.
2013-02-25 05:55:37 +00:00
166de48ca4
code cleanup: confusingly written and named function for BGE materuial conversion: getImageFromMaterial() --> getMTexFromMaterial()
2013-02-23 07:36:40 +00:00
e4febef1fb
BGE: Finally moving material IPOs to the 2.60 BGE animation system (BL_Action). It was kind of a fluke that they worked before.
2013-02-23 02:47:22 +00:00
c00191dbe3
BGE: Object color channels can now be animated separately without zeroing out the other channels. Problem reported by Dalai via IRC.
2013-02-23 01:17:01 +00:00
bd8f4cc4d6
BGE: Second fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. Now the multiple layers should also be working. When doing fcurve/IPO animations, the controllers are cleared as soon as the action is done and must be setup again every time the action is played.
2013-02-23 00:46:58 +00:00
eab8a25e03
BGE: For BL_Action, use the object's scene rather than the "active" scene, which can potentially cause problems with multiple scenes.
2013-02-23 00:28:25 +00:00
d05cb9bca5
BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
2013-02-22 23:55:06 +00:00
6bac47f854
BGE: Fix for bug #34349 "Character walkDirection ADD mode -#INF error" reported by Angus Hollands (agoose77). If the walk directions canceled each other out, the actuator would try to normalize a zero vector, which caused the error.
2013-02-22 02:31:46 +00:00
815e00917d
BGE cleanup: Removing the PHY__Vector classes and replacing them with MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
2013-02-21 18:30:11 +00:00
8997e5ae06
BGE: Fix for issue #32606 "Raycasts are locked to the scene of calling object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene.
2013-02-11 18:29:19 +00:00
faaee15407
Fix part of #34083 : crash trying to play surround .wav file in the game engine
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on Windows, it still doesn't play but it doesn't crash at least.
2013-02-07 21:29:31 +00:00