not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down.
- added gameOb.attrDict to get the internal gameObject dict.
- mesh.getVertex wasnt setting an exception.
also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes.
an example of getting every sensor connected to an object.
all_sensors = [s for c in ob.controllers for s in c.sensors]
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers.
From the controller point of view, the sensor is positive only for 1 frame,
even if the underlying sensor state remains positive.
The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the
sensor, which are converted to positive trigger by the invert option.
Hence, the controller will see the sensor positive for 1 frame when
the underlying sensor state turns negative.
- Positive pulse option: tap option adds a negative trigger after each
repeated positive pulse, unless the frequency option is 0, in which case
positive pulse are generated on every frame as before, as long as the
underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
and is ignored when tap option is enabled.
Notes:
- Keyboard "All keys" is handled specially when tap option is set:
There will be one pair of positive/negative trigger for each new
key press, regardless on how many keys are already pressed and there
is no trigger when keys are released, regardless if keys are still
pressed.
In case two keys are pressed in succesive frames, there will
be 2 positive triggers and 1 negative trigger in the following frame.
patch from Alex Fraser (z0r)
eg.
- vec.xyz = vec.zyx
- vec.xy = vec.zw
- vec.xxy = vec.wzz
- vec.yzyz = vec.yxyx
See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
made some minor modifications to this patch.
tested access times and adding 336 attributes to vectors doesn't make a noticeable differences to speed of existing axis attributes (x,y,z,w) - thanks to python dict lookups.
Old bug (2.42): when using node material, transparent shadow did not work.
It was missing to set the proper 'pass flag'.
Do note an important difference with non-node materials for 'transparent shadow'.
If there are no nodes, it uses the color from the unshaded material. When it has
nodes, it uses the color output from the entire node tree, which is typically
from shaded materials. The latter is because node shaders have no support for
shade passes yet (it only outputs rgb + a).
Node editor didn't support editing non-material texture node trees.
Campbell pointed me to fact it's been used already, like for brush
painting. However, this only worked via linking the texture to a
material... hackish stuff.
Now the Node Editor supports all other Textures too, with three extra
icon buttons to define which.
- Active Object: for textures linked to Materials or Lamps
- World: textures from Scene world.
- Brush: textures from active Brush
The latter can only be set and used when in Paint or Sculpt mode:
- Paint mode: in Image window, Paint Tool panel, set active brush
- Sculpt mode: in EditButtons, Texture panel, select empty slot, add texture.
Note that refreshes of previews in Node Editor is not always happening on
switching contextes. Just click a socket to refresh view.
Texture Nodes: the option to use nodes was also visible for textures
on world, lamp, brush. Since it only works for Materials now, I've made
the button disappear then.
sys.path is the search path for python modules. This is useful so people making games can put all their scripts in a folder and be sure they will always load into the BGE.
for each blend file a scripts directory is added to the path
/home/me/foo.blend
will look for modules in...
/home/me/scripts/*.py
It could also default to look for modules in the same directory as the blend file but I think this is messy.
Added a note in the tooltip about //scripts so its not such a hidden feature.
This works by storing the original sys.path, then adding the paths for the blendfile and all its libs,
when a new blendfile is loaded, the original sys.path is restored before adding the blendfiles paths again so the sys.path wont get junk in it.
One problem with this - when using linked libs the module names must be unique else it will load the wrong module for one of the controllers.
also fixed 2 bugs
- sys.path in the blenderplayer was growing by 1 for every file load in blenderplayer
- the relative path (gp_GamePythonPath), wasnt being set when loading files in the blenderlayer (as I wrongly said in the last commit).
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.
armatures. Not sure it actually fixes the problem because I can't
test this on Win 64, but this fixes use of unitialized memory at
least. Mat4MulMat34 only sets the 3x3 part of the 4x4 matrix, which
may lead to a NaN bone roll value.
Scrub frames in Sequencer image window stopped working. Was in a commit
from Joshua last july, with greasepencil fixes. No idea why he disabled
it, doesn't seem to harm gpencil at all (not in sequencer supported).
Blender crashed, when started in debug -d, with compositor, after render.
Reason was the BKE_image_print_memlist() which reads the ibuf->rect from
all images, but for Image types "VIEWER" that's not valid, this data is
coming from other sources.
I've managed to find a basic fail-safe method to prevent using the read
data with an OK popup. I then still will read the file, but wait for user
confirmation to continue, or just free the database.
The pupup tells the user that at least animation data will be lost.
For background renders of 2.5+ things are more tricky, so here I've added
a default failure to read, returning 0, which will typically gracefully
quit blender.
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.
This fixes a commit from Peter, revision 12931, Dec 17 2007
He added quick image scaling code, derived from ppmqscale,
http://libdv.sf.net
This implementation gave ugly banding. especially visible on
dark colors or byte images with very close colors.
Solution is to add correct rounding, seems to me normal for such
fixed point magic. Optimizing code and keeping quality is tricky
dudes! Results for scaling down in sequencer were bad for over a
year (2.47 and 2.48 both wrong).
Sorting of files didn't take numbers into account propertly, so it
ordered files like;
10.jpg
300.jpg
89.jpg
9.jpg
Quite simple to solve, almost moved report to the 'todo', but too
fun to leave this. :)
function name is BLI_natstrcmp() "natural string compare".
- 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.
Increasing the tolerance when making intersection comparisons fixed this.
There is also a problem where a pixel aligned quad would get a diagonal line down the face. offset the pixel locations a little to avoid this (crappy I know but will fix most cases).