I added module clearing before there was checks for invalid python objects, so now its not needed for BGE Builtin types at least.
also made the builtin modules get re-used if they already exist and clear all user modules when the game engine finishes so with Module-Py-Controllers the referenced modules are at least up to date when pressing Pkey.
- fix own mistake with matrix slicing that would crash blender (from recent commit).
- fix 3 memory leaks from ascotan r4717 in the Mathutils.Quaternion(...) function.
- Removed the gen_utils.c dependency from Mathutils (since gen_utils wont go into 2.5 but mathutils will), repalced with python functions.
- removed Blender.Mathutils.Point, since it was not documented, the C api never used it, none of our scripts used it (and I never saw a script that used it).
- no source code since this is only useful if the epydocs contain code, ours are only docstrings.
- set inheritance to included so you dont have to search up the classes to find available functions.
- SConstruct, isolate the exception for importing epydoc.
- Added a print to the SConscript files otherwise it looks like nothings happening.
Free python modules defined within the blendfile between loading scenes since they would end up accessing old GameLogic, Rasterizer modules as well as old game engine data in the module namespace which can cause problems.
- The armature weakref list was being incref'd twice then decrefed twice (incref and decref were used incorrectly), now only once. My 'fix' broke this.
- In bpy_pydriver_create_dict the 2 refs added from running PyDict_SetItemString twice were undone when clearing the dictionary (added comment)
- changed Py_XDECREF to Py_DECREF int BPY_pyconstraint_update and BPY_pyconstraint_target, Py_XDECREF checs for NULL value which would have crashed blender before it got to Py_XDECREF anyway.
- after every error is reported (PyErr_Print), remove sys.last_traceback and clear the error, I found this fixed certain crashes (usually when starting the game engine or exiting blender), so best do this all the time.
- header_text.c, CcdPhysicsEnvironment.cpp, KX_CameraActuator.cpp - remove some warnings.
own error, EXPP_incr_ret from a macro was an implicit decloration in BGL.c
For some reason this only crashed on 64bit linux
To my defence the BGE makes so many warnings that they become usless, need to improve the situation here at some point.
Added occlusion culling capability in the BGE.
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.
Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
from Alberto Santos (dnakhain)
----
This patch complete previous one that I submit with new variables relationated with Particle System children (With variables related to Rough, Kink and Branch).
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
from Alberto Santos (dnakhain)
"This patch adds a few new variables relationated with Particle System children such as children amount, render amount,
child clumping..."
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
was not recalculating the knots when the cyclic flag was disabled so the endpoint flag was being ignored until recalculating (extrude for eg).
Also removed unneeded re-allocation of curve knots which are always reallocated by makeknots.
Fixed another bug with which recalculating knots with the Python surface api. (mixed up u/v args to makeknots(..) )
also fixed crashes when incorrect args were used
cross = 13; track= 5; frame = 1 # no effect constants
scene.sequence.new((cross, seq1, seq2), frame, track)