Campbell Barton
2fb8292005
style cleanup
2012-09-16 04:58:18 +00:00
Campbell Barton
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
Campbell Barton
beac985ab7
code cleanup: make local game engine functions static
2012-09-16 00:22:55 +00:00
Mitchell Stokes
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
Campbell Barton
47ec91e8d3
code clenup: comments and some style edits on ghost/osx (odd indentation)
2012-09-06 02:10:09 +00:00
Campbell Barton
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
Campbell Barton
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
Benoit Bolsee
53f343edd7
..\commmit_hive.txt
2012-09-01 21:23:05 +00:00
Mitchell Stokes
b78b1924f3
BGE: Make sure lib loaded cameras are added to the active scene's camera list.
2012-08-26 23:17:50 +00:00
Campbell Barton
ee96cde864
style cleanup: whitespace
2012-08-26 11:35:43 +00:00
Campbell Barton
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
Campbell Barton
9e742ffc2b
style cleanup: also correct some doxy comments
2012-08-18 13:07:48 +00:00
Mitchell Stokes
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
Campbell Barton
b96c622015
style cleanup
2012-08-11 22:12:32 +00:00
Mitchell Stokes
47c7266522
Accidentally did a commit when I wanted to revert... (ignore my last revision)
2012-08-08 01:29:20 +00:00
Mitchell Stokes
843b45cafa
2012-08-08 01:24:48 +00:00
Campbell Barton
fd666b2c78
fix for bge module imports so you can do for eg:
...
import bge.render as render
2012-08-06 14:29:25 +00:00
Mitchell Stokes
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
Mitchell Stokes
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
Campbell Barton
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
Campbell Barton
e86e5074f6
code cleanup: double promotion warnings
2012-08-02 21:17:12 +00:00
Campbell Barton
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
Brecht Van Lommel
6d8fb7c0e7
Tweak to commit related to non-power-of-two textures, some cards claim to
...
support this but actually don't, so use the function that checks for that.
2012-07-31 15:05:14 +00:00
Mitchell Stokes
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
Campbell Barton
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
Mitchell Stokes
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
Campbell Barton
4c2de5e0c7
fix some types and incorrect info
2012-07-26 17:41:09 +00:00
Sergey Sharybin
69f7e96c5c
Hopefully Blender compiles again with MSVC
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Seems to be a conflict between different areas defining
round() function.
2012-07-24 09:08:27 +00:00
Mitchell Stokes
37246b3ca1
BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
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* distance
* lin_attenuation
* quad_attenuation
* spotsize
* spotblend
2012-07-23 20:24:35 +00:00
Mitchell Stokes
02b9ba16bc
Fix for bug [ #26122 ] "Overlay scene gets transparent when motion blur is enabled" reported by Alberto Torres Ruiz (dithi).
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The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
2012-07-23 01:00:56 +00:00
Mitchell Stokes
7fb85e1fb7
BGE LibLoad: Allow the user to disable loading text datablocks if they want to attempt to increase security by not loading potential Python scripts.
2012-07-22 22:58:12 +00:00
Campbell Barton
fefddc320d
code cleanup: use cosf and sinf when both args and results are float values.
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also remove local math functions in KX_Camera
2012-07-22 17:35:43 +00:00
Campbell Barton
9b51503307
style cleanup
2012-07-21 22:58:08 +00:00
Campbell Barton
62a73381a7
use fabsf when using floats.
2012-07-21 15:27:40 +00:00
Campbell Barton
d0e892a728
quiet double promotion warnings for the game engine.
2012-07-18 23:03:27 +00:00
Mitchell Stokes
ac8c56c6fc
BGE: Better fix for the textures not working with custom shaders regression. Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic).
2012-07-14 04:43:32 +00:00
Mitchell Stokes
831ae18622
Scaling non-power-of-two (NPOT) textures to powers of two is really time consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
2012-07-10 19:23:57 +00:00
Mitchell Stokes
a40c367a35
BGE: Fixing up the error message received when trying to add an object from an active layer.
2012-07-09 18:55:50 +00:00
Mitchell Stokes
9d73cbf2c4
As a response to issue [ #28483 ] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
2012-07-09 04:57:21 +00:00
Campbell Barton
3a0593cc3d
code cleanup: dont use function calls like dot_v3v3, pow and sqrt within macros which results in calling the function multiple times needlessly.
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also added some comments.
2012-07-06 22:48:28 +00:00
Campbell Barton
21bf13989f
code cleanup: remove Python.h include from blenkernel.
2012-07-04 20:13:39 +00:00
Bastien Montagne
558721ab59
More spell checking.
2012-07-04 15:04:38 +00:00
Bastien Montagne
468ef74ed7
More spell and typo fixes (mostly visualise->visualize, grey->gray, normalise->normalize).
2012-07-03 19:09:07 +00:00
Mitchell Stokes
436f02ab9c
Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
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One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-30 04:34:34 +00:00
Campbell Barton
aeee798143
code cleanup: bge builds with clang without warnings / errors.
2012-06-29 09:16:59 +00:00
Campbell Barton
9beef7442c
style cleanup: also some spelling correction.
2012-06-27 05:59:41 +00:00
Campbell Barton
cc0784c1b9
optionally use guarded alloc for tiles compositor, also replace allocation functions with a macro.
2012-06-25 09:14:37 +00:00
Mitchell Stokes
79fb3311a3
Fix for [ #29412 ] "Priority 0 cause problems with pulse mode" reported by Guillaume Côté.
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Right now this is being fixed by not allowing the exact same action (action, start/end frames, speed, etc) to be played if it's already playing. Hopefully this will not cause more issues than it solves.
2012-06-23 03:39:03 +00:00
Mitchell Stokes
d8e2c475a0
Fix for [ #31396 ] "bge.logic.LibLoad fails to import text blocks" reported by Leonard Ritter.
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Blender's import function check's the Text datablocks in main for additional modules for importing. However, libloaded scenes were 1) not loading Text datablocks and 2) not letting bpy know about them. Text datablocks are now loaded if a Scene is loaded and bpy can now looking through extra Mains to find additional modules.
2012-06-21 05:41:06 +00:00