25591e958d
style cleanup: tabs & whitespace
2012-11-03 15:35:03 +00:00
b6596467d9
BGE: Fix for bug #33025 "Character physics object won't stop moving with simple motion actuator" reported by Jared Smith (jsmithketchup). Characters no longer use a simple translation change for ApplyMovement(), they instead delegate to the character controller's setWalkDirection(). The motion actuator now sets this to (0, 0, 0) on a negative pulse.
2012-11-01 03:11:39 +00:00
028d5a64fc
BGE: Committing patch #32291 "Updated profiling layout for BGE" from Angus Hollands (agoose77). This patch adds a headers for the profiling information and for the debug properties so they are no longer jumbled together. It also modifies how debug properties are displayed; changes "swap" to "Frametime"; and changes the display from seconds to ms, which is much more useful.
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In addition to this patch, I've also modified the precision of the numbers displayed in the profiling information to make things a little cleaner.
2012-10-30 22:45:08 +00:00
00acdb6292
remove CD_POLYINDEX customdata layer:
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reported as [#29376 ] BMESH_TODO: remove tessface CD_ORIGINDEX layer
for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).
as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
2012-10-30 19:20:17 +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.
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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
5549904171
style cleanup
2012-10-29 02:11:40 +00:00
aeba4950c3
style cleanup
2012-10-27 10:42:28 +00:00
9c58865d20
code cleanup: remove $Id's that crept back in, also osl style edits
2012-10-23 11:47:23 +00:00
ddc2dbc2a4
style cleanup
2012-10-22 08:15:51 +00:00
d599b643b7
style cleanup: bge, switch statements mostly.
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also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
f3ece5a108
style cleanup: trailing tabs & expand some non prefix tabs into spaces.
2012-10-21 05:46:41 +00:00
7deb8d8a26
code cleanup: spelling
2012-10-20 20:36:51 +00:00
bc8f602601
style cleanup
2012-10-20 18:46:57 +00:00
504180674e
style cleanup: bge
2012-10-15 04:16:34 +00:00
ab86e9593b
add missing redraw notifier for separate UV operator, also some style cleanup and remove unused define.
2012-10-15 03:17:10 +00:00
4d4664d98f
code cleanup: check for msvc directly when using warning pragma's.
2012-10-15 02:15:07 +00:00
3a947cf537
code cleanup: remove redundant casts
2012-10-14 08:49:01 +00:00
97d4fb4161
code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too.
2012-10-09 13:36:42 +00:00
b1c4809f50
rename BGE KX_GameObject attrs
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* group -> group_parent
* members -> group_children
so its more clear what direction the relationship is.
2012-10-09 06:03:57 +00:00
8d2835b5e5
patch [ #31875 ] Patch to get scene access through a game object
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from Jay Parker (battery)
2012-10-09 05:58:09 +00:00
b16ca24d98
code cleanup: quiet -Wreorder
2012-10-09 03:14:38 +00:00
244ce92dbd
BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
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viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08 03:28:11 +00:00
7beff06950
BGE: Committing patch [ #31442 ] "API improvements: Group references python api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject:
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* KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned
* KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
2012-10-07 00:09:02 +00:00
2fb8292005
style cleanup
2012-09-16 04:58:18 +00:00
c2a1dcf621
fix for error in recent commit (made function static that shouldn't have been), add extra gcc warnings to cmake.
2012-09-16 01:35:00 +00:00
beac985ab7
code cleanup: make local game engine functions static
2012-09-16 00:22:55 +00:00
3e4b353cfa
BGE: LibLoaded sensors that made use of physics controllers (touch, collision) could cause various physics problems (like infinite loops in Bullet, etc). This happened because their KX_TouchEventManagers were merged prior to having their physics controllers merged, which has now been fixed. Thanks to Kupoman for hunting down the fix!
2012-09-13 00:46:50 +00:00
47ec91e8d3
code clenup: comments and some style edits on ghost/osx (odd indentation)
2012-09-06 02:10:09 +00:00
914d389713
fix for building without python, also rework python-main-loop control in the BGE to not use RNA (use lower level BKE/BLI funcs instead)
2012-09-04 03:26:12 +00:00
aaafa0c2fe
code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later.
2012-09-03 22:04:14 +00:00
53f343edd7
..\commmit_hive.txt
2012-09-01 21:23:05 +00:00
b78b1924f3
BGE: Make sure lib loaded cameras are added to the active scene's camera list.
2012-08-26 23:17:50 +00:00
ee96cde864
style cleanup: whitespace
2012-08-26 11:35:43 +00:00
9ecc6fdcc7
style cleanup
2012-08-23 07:10:48 +00:00
Dalai Felinto
59c8c645c3
patch/bugfix [ #32006 ] Fix for Collision Sensor - R6025 pure virtual function call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [ #30477 ] Collision Sensor - R6025 pure virtual function call crash
2012-08-19 20:45:34 +00:00
9e742ffc2b
style cleanup: also correct some doxy comments
2012-08-18 13:07:48 +00:00
a6d1b955ab
Moving more duplicate code from GPU_create_gl_tex_compressed() and BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
2012-08-18 03:32:28 +00:00
b96c622015
style cleanup
2012-08-11 22:12:32 +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
fd666b2c78
fix for bge module imports so you can do for eg:
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import bge.render as render
2012-08-06 14:29:25 +00:00
583fa7d1ea
Fix for [ #32054 ] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
2012-08-06 00:53:26 +00:00
a71fcd6a13
BGE: Fixing a NULL pointer exception caused by calling KX_Scene.active_camera when there is no camera in the scene.
2012-08-05 07:01:08 +00:00
6972e19fd5
code cleanup:
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
2012-08-03 22:12:57 +00:00
e86e5074f6
code cleanup: double promotion warnings
2012-08-02 21:17:12 +00:00
a199ae5368
style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-07-31 23:06:12 +00:00
6d8fb7c0e7
Tweak to commit related to non-power-of-two textures, some cards claim to
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support this but actually don't, so use the function that checks for that.
2012-07-31 15:05:14 +00:00
ae483e0cd2
BGE: When using the "Restrict Animation Updates" option, animations are now truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
2012-07-29 23:53:21 +00:00
f608b3c444
code cleanup:
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
2012-07-29 17:49:14 +00:00
7755873771
Fix for [ #27484 ] "Run-time command line options don't work in Multi-texture mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
2012-07-29 05:59:03 +00:00