Commit Graph

1254 Commits

Author SHA1 Message Date
1782be5c72 Not sure why this INCREF is needed since making a replica wont use the m_bytecode so why should it add a user?
Removed in 19974 but that crashes YoFrankie so adding back in for now.
2009-04-30 00:51:11 +00:00
a625f5e476 error in last commit 2009-04-29 23:59:59 +00:00
1e7df58519 python modules in the game engine could point to builtin modules like GameLogic that was cleared.
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.
2009-04-29 23:39:27 +00:00
70bcdb817b was testing this, didnt mean to commit. 2009-04-29 17:01:35 +00:00
81dfdf8374 ifdef's for future py3 support, after this adding py3 can mostly be done with defines or batch renaming funcs (with the exception of CListValue slicing)
.
No changes for py2.x.
2009-04-29 16:54:45 +00:00
d6c525d624 attempt to fix for py2.3 2009-04-29 16:48:00 +00:00
f8656d3510 BGE alternative run mode for python controllers.
Option to run a function in a module rather then a script from a python controller, this has a number of advantages.

- No allocating and freeing the namespace dictionary for every time its triggered
  (hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster)

- Ability to use external python scripts for game logic.

- Convenient debug option that lets you edit scripts while the game engine runs.
2009-04-29 12:43:09 +00:00
32b70e333f needed this minor change to build on gcc 2009-04-29 11:16:26 +00:00
3bc02088e8 remove uneeded checks and testMethod from KX_ConstraintWrapper, typo in import_obj 2009-04-29 10:24:12 +00:00
f004c36e41 BGE: speed up mesh conversion by avoiding allocation/deallocation of material object on each face. The speed up is minor on optimized builds but considerable on less optimized builds, good for debugging large scene. 2009-04-29 10:06:38 +00:00
2d78dcfb61 fix so that torque can be applied to DYNAMIC game objects, this fixes the skategirl.
Note that skategirl needs a bit higher angular damping, perhaps the conversion formula needs to be tweaked better?
2009-04-28 23:26:35 +00:00
e4abebfa91 BGE: reenable object activation for static object, otherwise their physic shape is not updated when they move due to parent relation. 2009-04-28 18:56:48 +00:00
94c6cadfe2 BGE PyAPI
- renamed generic attribute "isValid" to "invalid" since BL_Shader already uses isValid.
- Moved deprecation warnings from CValue 
- removed unused KX_Scene::SetProjectionMatrix and KX_Scene::GetViewMatrix
- Added KX_Scene attributes "lights", "cameras", "objects_inactive", to allow access to objects in unseen layers (before the AddObject actuator adds them)
- KX_Camera deprecated cam.enableViewport(bool) for cam.isViewport which can be read as well.
2009-04-28 13:11:56 +00:00
eee8dd9086 - Updated BGE docs to match the game engines class inheritance more closely.
- Grouped deprecated functions for KX_Camera, KX_GameObject, SCA_ISensor, SCA_ILogicBrick, KX_Scene
2009-04-28 13:02:49 +00:00
d4f8b416e9 BGE soft body: change welding option to disable welding check by default: speeds up shape conversion. This is fine if the object has no duplicate vertices. Otherwise, bullet will be extremely slow and you can either set some welding or remove duplicates in the mesh. Welding is now displayed in linear scale: 0.0 -> 0.01, no need to use logarithmic scale ;-). Fix a bug with Bullet by which vertex array for soft body must have 3xfloat stride. 2009-04-27 22:21:42 +00:00
dc664e3925 TexVert sharing was disabled for flat faces, this is silly since a building or any other model with flat faces will often be able to share texverts.
Simple testcase with a subdivided cube used 1/3 as many texverts and spend half as much time in the rasterizer while profiling.
2009-04-27 17:53:41 +00:00
352eaccd5d BGE: Add soft body welding parameter to the Advanced Settings panel. The values are very small so I chose to use logarithmic scale. Should be fine, it's an advanced setting after all. 2009-04-27 16:44:02 +00:00
c56ee09c48 BGE bug #18624: Collision detection fails on parented objects. Partial fix, parented shape now moves with the parent but still the parent near detector detects the child only in the zone where it was parented. 2009-04-27 16:40:26 +00:00
9c3d628082 [#18616] Scons+MinGW compiling error with gaming engine enabled.
Attempt to fix building in windows with mingw
2009-04-27 07:07:22 +00:00
5d1d6ad4d1 Don't always activate a Bullet rigid body
If you want to keep a rigid body awake, please use the GUI 'No Sleeping' option for Rigid bodies.
2009-04-27 05:06:24 +00:00
d2ff190dfb Lower the vertex welding threshold, for removing duplicate/nearby vertices for soft bodies (this broke susanne softbody regression test) 2009-04-27 04:21:05 +00:00
ce3aabb4e7 Rewind own commit that aimed to make converting meshes faster at startup.
Some files probably need to have UV's welded so better do this even though it seems inefficient.
2009-04-26 21:23:59 +00:00
ba563216e9 BGE: Fix Orthographic mode and viewport scaling
- the BGE now uses correct glOrtho projection whe camera is in orthographic mode
-
2009-04-26 12:23:30 +00:00
5233069908 Running 2.48rc on my system segfaults when starting the game engine, only on the release, not for my own builds.
Setting the SDL video driver to dummy prevents the crash, this is recommended in the SDL docs if your not using the video driver.
2009-04-25 12:58:07 +00:00
b991b32458 BGE mesh modifiers: fix view frustrum culling for mesh with modifiers. Update the bounding box based on mesh extent after applying the modifiers. 2009-04-25 12:20:59 +00:00
3038fb1a01 [#18606] Writing to KX_GameObject.orientation causes crash
Own bug, conversion function to get an orientation from python - PyOrientationTo() ignored user input completely :| (breaking the orientation attribute)

Also made KX_GameObject worldOrientation writable and minor doc fixes.
2009-04-25 07:17:36 +00:00
0c482f7607 BGE API - small changes
- print CListValue errors only once.
- bge_api_validate_py.txt now validates modules as well as types.
- added missing functions and consts for epydoc modules. some of these in GameLogic.py still need sorting.
2009-04-24 20:27:04 +00:00
252928ab36 BGE: removed support for time dependent modifiers, they don't make sense in the GE. Disable modifiers when Bullet soft body is used: bullet needs the original vertex array. 2009-04-24 19:49:15 +00:00
a5f4d7cb53 BGE PyAPI epydoc errors fixed 2009-04-24 07:45:17 +00:00
0feaedfa9a BGE bug #17950: crash when GE softbody is parented to a rigid body/soft body/dynamic object. 2009-04-23 21:19:42 +00:00
67b3e1a07b BGE bug #17863: Shaky game camera. 2009-04-23 20:30:01 +00:00
70f1b45430 Fix for part of bug #18496: issue with light state switching
when using Dome.
2009-04-23 13:30:34 +00:00
Dalai Felinto
073abf7047 BGE Dome update:
* Enviroment Map implemented (replacing truncated mode 2).
 - Now it's possible to pre-bake animated (or static) EnvMaps to use with Cube Map textures.

* Enabling 2DFilter in Dome mode
 - no GL_DEPTH_BUFFER supported though.

* Tweaking GameSettings menu (centralizing buttons)
2009-04-23 02:27:11 +00:00
Dalai Felinto
7ac233be8a BGE Rasterizer methods to handle Screen Space - (getScreenPosition, getScreenVect, getScreenRay)
getScreenPosition(obj):
 - Gets the position of an object projected on screen space.

getScreenVect(x, y):
 - Gets the vector from the camera position in the screen coordinate direction.

getScreenRay(x, y, dist, property):
 - Look towards a screen coordinate (x,y) and find first object hit within dist that matches prop.
- The ray is a call to KX_GameObject->rayCastTo from the KX_Camera object.

Patch [#18589] test files can be found there. Patch reviewed by Campbell
2009-04-23 00:49:38 +00:00
e8f5c75005 patch from Mitchell Stokes, comments only - KX_PYATTRIBUTE_TODO for missing attributes 2009-04-23 00:47:45 +00:00
6a270ecb94 BGE Python API
CListValue fixes
- Disable changing CValueLists that the BGE uses internally (scene.objects.append(1) would crash when drawing)
- val=clist+list would modify clist in place, now return a new value.
- clist.append([....]), was working like extend.
- clist.append(val) didnt work for most CValue types like KX_GameObjects.

Other changes
- "isValid" was always returning True.
- Set all errors for invalid proxy access to PyExc_SystemError (was using a mix of error types)
- Added PyObjectPlus::InvalidateProxy() to manually invalidate, though if python ever gains access again, it will make a new valid proxy. This is so removing an object from a scene can invalidate the object even if its stored elsewhere in a CValueList for eg.
2009-04-23 00:32:33 +00:00
90508ed125 BGE bug #17670: Python controlled mist doesnt work in textured mode. 2009-04-22 22:12:36 +00:00
fd108f1019 [#18586] [bug] Ray sensor doesn't return a hit object
Supporting len(GameOb) to see how many properties it has backfired since it can then evaluate as false.
2009-04-22 20:43:41 +00:00
48f483d14f BGE: some more cleanup, implement proper GetReplica/ProcessReplica workflow for touch/near/radar sensor. Remove duplicated code. 2009-04-22 18:20:41 +00:00
f6d27e73ee BGE: some more cleanup, remove useless ReplicaSetName(), move code to ProcessReplica. 2009-04-22 16:58:04 +00:00
076d1910f5 BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00
a8592d09d0 BGE C++ API
Some functions used
	ProcessReplica(replica);
others
	replica->ProcessReplica()

Use the second method everywhere so the PyObjectPlus's ProcessReplica() can be called from its subclasses.

Note that PyObjectPlus's ProcessReplica isnt used yet.
2009-04-22 12:16:41 +00:00
785b784e09 BGE Python API
improved how attribute errors are set so each classes py_getattro function dosnt need to set an error if the attribute doesn't exist.
Now py_base_getattro sets an error on a NULL return value when no errors are set to avoid setting errors at multiple levels.
2009-04-22 09:47:57 +00:00
Nathan Letwory
88c58d6b2d BGE
* the ternary form refused to compile properly with msvc, rewrite a bit.
2009-04-22 06:30:32 +00:00
0145a93f24 Patch from Mitchell Stokes for KX_Light to use attrdef's
Added type access to the SCA_PropertyActuator, added missing function in library docs.
2009-04-21 23:15:18 +00:00
221f589f51 BGE bug #18521 fixed: Dupligroups + Bullet Softbodies are broken. 2009-04-21 21:33:03 +00:00
aff2a11110 Fix for missing include using CMake 2009-04-21 13:34:33 +00:00
d11a5bbef2 BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in 
the game engine with the following limitations:

- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported: 
  armature, curve, lattice. You can still use these modifiers 
  (armature is really not recommended) but in non parent mode. 
  The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
  stack).
- Modifiers are statically evaluated: any possible time dependency
  in the modifiers is not supported (don't know enough about
  modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
  due to shape action or armature action. Beware that this is 
  very CPU intensive; modifiers should really be used for static
  objects only.
- Physics is still based on the original mesh: if you have a 
  mirror modifier, the physic shape will be limited to one half
  of the resulting object. Therefore, the modifiers should 
  preferably be used on graphic objects.
- Scripts have no access to the modified mesh. 
- Modifiers that are based on objects interaction (boolean,..)
  will not be dependent on the objects position in the GE.
  What you see in the 3D view is what you get in the GE regardless
  on the object position, velocity, etc.

Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh, 
VideoTexture, add object, dupligroup.

Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw 
  functions to display the object. This drawing method is a
  bit slow and is not 100% compatible with the BGE. There may
  be some problems in multi-texture mode: the multi-texture
  coordinates are not sent to the GPU. 
  Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh. 
  If you have a modifer that extends the size of the mesh, 
  the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
  The derived mesh is allocated and computed for each object
  with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
  
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.

MSVC, scons, Cmake, makefile updated.

Enjoy
/benoit
2009-04-21 11:01:09 +00:00
3e7cbd5388 Blender Python API
- 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).
2009-04-21 09:44:29 +00:00