Commit Graph

47594 Commits

Author SHA1 Message Date
6a3e8e7fff BGE python api addition, GameObject get/setState and Controller.getState()
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-29 21:52:23 +00:00
ab7794392e Fix for bug #7753: after game engine drawing with vertex arrays,
nurbs/curves/text dissappears.

This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
2008-06-29 21:51:27 +00:00
6d7a43dd54 Fix for bug #13757: camera lens minimum value for ipo's was
different than the button.
2008-06-29 21:06:18 +00:00
4b59a4bea0 == FFMPEG / ImBuf ==
Fixed deinterlacing (inplace deinterlacing didn't work out properly...).

[#14672] Sequencer: deinterlace filter artifacts
2008-06-29 15:11:35 +00:00
bdcffe35b9 NDOF bugfixes 14402 & 14403 by ettore Pasquini 2008-06-29 12:53:42 +00:00
7056d63f41 adding explicit cast to get things compiling 2008-06-29 12:25:15 +00:00
13e4ae1542 Action Editor - Group drawing tweaks:
* When all the action-channels for a group are hidden (i.e. their related bones are not visible), the group in question is also not drawn. This helps reduce clutter. (slikdigit funboard request)

* When a group has no channels belonging to it, the expand icon/button isn't drawn for that group.
2008-06-29 05:52:11 +00:00
e27d635e18 Added autokey call for Flip Quats tool (Alt-F in PoseMode) 2008-06-29 03:58:46 +00:00
b98e53b8ac BGE , fix an compile error 2008-06-28 14:19:25 +00:00
1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +00:00
14c1ed0810 Fixed own platform bug with stat/fstat. 2008-06-28 00:07:22 +00:00
f9ae102afd bugfix, txt_to_buf would crash on an empty text file.
Also checked all other uses of text->lines.first to make sure the assumption isn't made elsewhere.
Added 2 more checks for text->lines.first when converting text buffer to objects.
2008-06-27 23:01:33 +00:00
ab6e6b4c41 Mouse selection (LMB) and confirmation (MMB) added to suggestions UI. Also fixed the problem of offset text (horizontally scrolled). 2008-06-27 19:55:08 +00:00
09c898bd65 Modifications on simple modifier
+Added limits on bend
+button to create an empty and make child of object
+empty is now relative to object
2008-06-27 16:45:37 +00:00
f0a3cbcdac patch [#15865] BGE API call to delete objects
from Dalai Felinto (dfelinto) 
renamed deleteObject to endObject() to match the user interface.
2008-06-27 11:35:55 +00:00
aee5e95610 Modifying a file externally or deleting a file linked with a Blender Text object presents options for reloading, saving or separating the Text object from the external file (like the make local idea). 2008-06-26 18:28:33 +00:00
829b2668c5 Starting to debug the elusive graph spliting bug
Better check for RigGraph head
Fix harmonic weighting for quads
2008-06-26 18:15:45 +00:00
a8f00246ba Fix for bug [#13651] Convertor->Math->Divide broken
Changed the if statement to catch zero case properly.
2008-06-26 17:08:07 +00:00
cef2867fef Make it so it accepts blah.tiff as a filename not just blah.tif
This is for bug [#15132] When saving a render .tif is appended to the saved 
	file even if the name contains .tiff

Kent
2008-06-26 16:42:20 +00:00
11cdc2a002 Python API/Game engine fixes, dosn't affect 2.47
* Action FrameProp was checking if the string was true, not that it contained any text.
* Added GameObject.getVisible() since there is already a getVisible
* Added GameObject.getPropertyNames() Needed in apricot so Franky can collect and throw items in the level without having the names defined elsewhere or modifying his game logic which is stored in a separate blend file.
2008-06-26 12:39:06 +00:00
fc392040dd Added readline() and reset() for reading lines from a Blender Text Object and resetting the pointer to the beginning of the buffer. readline() will return the '\n' character and return '' when the end of the buffer is reached in accordance with other readline methods. 2008-06-25 21:00:39 +00:00
ac25593479 int toggle button function was being used on a short, remove warnings in buttons_logic.c too 2008-06-25 16:15:57 +00:00
84c4e89eba Commented out face transp changing when switching images, this is more annoying then helpful.
Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix()
Edited "Collision" button since ray-sensor also uses collision.
2008-06-25 16:09:29 +00:00
c353af4d3a BGE patch 15044 approved: Edit Object Dynamics Actuator.
Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
2008-06-25 14:09:15 +00:00
e68834c75b Added UI for suggestions list. Works with arrow-keys and mouse wheel, accept with Enter, reject with Esc or click elsewhere. Mouse selection not yet supported. The script is called from the File->Text Plugins menu.
Tidied python script, the C suggestions functions and fixed some bugs including suggestions not being freed properly.
2008-06-25 13:51:54 +00:00
7ba2389932 added r/w access to nurb curves orderU for migius 2008-06-25 13:21:38 +00:00
820c2df12c BGE patch: Add automatic support for armature driven shape keys.
To take advantage of this feature, you must have a mesh with 
relative shape keys and shape Ipo curves with drivers referring
to bones of the mesh's parent armature. 
The BGE will automatically detect the dependency between the 
shape keys and the armature and execute the Ipo drivers during
the rendering of the armature actions.
This technique is used to make the armature action more natural: 
the shape keys compensate in places where the armature deformation 
is uggly and the drivers make sure that the shape correction
is synchronized with the bone position.

Note: This is not compatible with shape actions; BLender does 
not allow to have Shape Ipo Curves and Shape actions at the same
time.
2008-06-24 22:19:00 +00:00
4d478cbe86 BGE patch: remove Shape key driver code from previous commit 2008-06-24 21:39:45 +00:00
15c105c157 BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator:

damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full 
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.

clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified 
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field: 
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
2008-06-24 19:37:43 +00:00
bdc030c664 Text plugin basis with plugin for suggestions/completions. The suggest plugin works for imported global variables, methods, modules and module members. For example typing:
import Blender
from Blender import *
| <- cursor here suggests globals
Blender.Draw.gl| <- cursor here suggests all Draw members starting gl

Currently suggestions are listed in the console when the space is redrawn but will be presented as a menu-style list soon. Also to add are shortcut/activation keys to allow plugins to respond to certain key strokes.
2008-06-24 15:25:25 +00:00
fdb0b003f0 patch from skejoe for gcc 4.3 compatibility 2008-06-24 14:51:02 +00:00
9629f7ca11 Adding initial SimpleModifier (bend,taper,twist)
(I might only touch this code again late on the week :S, so here is a tmp commit)
2008-06-24 12:04:27 +00:00
533539901b Artists complaining about these popups
* Nothing indicated - is not helpful, and very annoying with occluded geometry with high poly meshes, sometimes the selection doesn't work 100% of the time and the menu pops up over what you want to select.
* No (correct) camera error doesn't seem to be needed, has been there since rev 2.
2008-06-24 09:49:29 +00:00
c0daf62733 More robust primary symmetry axis algorithm (support branch in two)
Draw primary axis and weight delta
2008-06-23 21:47:31 +00:00
02132de7aa BGE patch: Add NAND, NOR, XOR, XNOR controllers.
NAND controller is an inverted AND controller: the output is 
     1 if any of the input is 0.
NOR  controller is an inverted OR controller: the output is 0
     if any of the input is 1.
XOR  controller is an exclusive OR: the output is 1 if and only
     if one input is 1 and all the other inputs are 0.
XNOR controller is an inverted XOR: the output is 0 if and only
     if one input is 0 and all the other inputs are 0.
The NAND, NORT and XNOR controllers are very usefull to create
complementary outputs to start and stop actuators synchronously.
MSCV project files updated.
2008-06-23 20:41:18 +00:00
10c57fd86e BGE bug fix: action constraints were not correctly copied from Blender to BGE local copy, only the first one was copied 2008-06-23 20:29:32 +00:00
67c0b32375 BGE patch: Add level option on sensor and fix sensor reset.
Level option is now available on all sensors but is only implemented on 
mouse and keyboard sensors. The purpose of that option is to make
the sensor react on level rather than edge by default. It's only
applicable to state engine system when there is a state transition:
the sensor will generate a pulse if the condition is met from the
start of the state. Normally, the keyboard sensor generate a pulse
only when the key is pressed and not when the key is already pressed.
This patch allows to select this behavior.
The second part of the patch corrects the reset method for sensors
with inverted output.
2008-06-23 20:26:48 +00:00
8b9503e0ec bugfix [#14796] -t <threads> command line switch doesn't work unless FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
2008-06-23 16:47:15 +00:00
488fa13fc0 MERGING TRUNK 2008-06-23 16:37:51 +00:00
ac898d39ca Changed the style on shrinkwrapModifier_copyData.
Genscher made me do it the same way that the other 10 modifiers do.
The reason why I initially choosed memcpy was so that if anyone added
parameters on DNA there would be no need to update _copyData, unless
if it was a feature related to memory (eg.: point cache)
2008-06-23 16:23:26 +00:00
0f8697b9d2 Fixed bug.. on shrinkwrap_copyModifier 2008-06-23 15:48:03 +00:00
75e22a1917 BGE patch #14386: Action Actuator Current Frame Prop. This patch is very usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results 2008-06-23 15:32:44 +00:00
e426c7ce29 Added shrinkwrapModifier_isDisabled api function 2008-06-23 14:12:22 +00:00
cb6fd8927c An initializer line was missing from the beginning of a loop, causing crashes. 2008-06-23 07:59:26 +00:00
7a55f52b1b Transform Snapping
Snap to edges and vertice without have to go through faces.

This means you can import floor plans and use the edges as snapping guides and other sort of fun things.

The bounding box test still needs padding though.
2008-06-22 23:21:29 +00:00
b22d3e615d Moving Line to Line intersection into arithb 2008-06-22 23:07:42 +00:00
d229db61e9 == Sequencer ==
Renamed Filter-Y to De-Interlace and moved F-Key to D-Key.
(Also added file reload on D-Key)
2008-06-22 20:59:29 +00:00
dac3434b03 [#14398] In Object- and EditMode, global rotate manual input is different than mouse
The sign of the rotation angle was sometimes different between num input and mouse input.
2008-06-22 20:40:13 +00:00
abda1a9ec1 == FFMPEG ==
Added serious interlacing to movies opened using ffmpeg.
(Other video decoders to be done)

Rational: deinterlacing, if done seriously _has_ to be done
in YUV-space. Since internal interface first converts data
to RGB we are pretty much lost (and fall back to IMB_filtery
in that case).
2008-06-22 20:39:41 +00:00
381f15189d bugfix, Shift+H would hide unselected objects on unseen layers. 2008-06-22 19:34:18 +00:00