Clamp objects min/max velocity.
Accessed with bullet physics from the advanced button with dynamic and rigid body objects.
- useful for preventing unstable physics in cases where objects move too fast.
- can add linear velocity with the motion actuator to give smooth motion transitions, without moving too fast.
- minimum velocity means objects don't stop moving.
- python scripts can adjust these values speedup or throttle velocity in the existing direction.
Also made copy properties from an object with no properties work (in case you want to clear all props)
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
- Most mesh particle effectors can now have their effection point taken per particle as the nearest point on the mesh surface.
- This is activated with the "surface" button in the effector field panel.
- Activating the option adds a "surface" entry to the modifier stack where the state of the mesh is read from.
For an example of usage see http://www.youtube.com/watch?v=3XkO1EAmJks.
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera
Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer
Known limitation:
- resizing of the screen doesn't work in the gameplayer
Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.
The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.
The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.
The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.
The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.
Ideally there would be no limit but I dont think its worth the effort.
Also had a bug in last commit for the pytyhon api's "axisSingle" attribute, UI index starts at 1 not zero.
- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)
If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
When using 'angle' display for camera, the 'lens' ipo didn't update this
button. Implementation still lacks a bit... having both variables in the
camera struct is asking for troubles. Put on the re-think list for 2.5!
Correct joint-guided roll to use the previous bone, not the following (that was silly). Also made first bone use view axis (since it has no previous), this is much nicer that using rotation correction only. Using the joint roll option makes it MUCH more orientation independant.
[18429] Typo in IPO Actuator
[18377] Crash fo yofankie (G.curscreen==NULL)
/* No screen, happens when saving a blendfile in background mode,
* then loading in the game engine
* just assume we need the mesh info */
* when joining only 2 faces dont check they are convex
* allow edge rotate for non planer faces
- Both were very annoying especially when sub-surf modeling with edge loops
I also did some small tweaks. removed ifdef's for pluginapi
didn't need them there.
Fixed it so the filesel shows jp2 as image files.
(I'm going to do makefiles next)
Kent
Snap to armature correctly in edit mode and when posed.
Merge snap and embed in skeleton sketching. Ctrl key does both, depends on the snap mode (volume or other). Snaps to other strokes in all snapping mode except Volume.
Previously only the first collision would trigger an event (no collisions a negative event ofcourse)
With the Pulse option enabled, any change to the set of colliding objects will trigger an event.
Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically.
Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers.
Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material.
- pulse isnt a great name, could change this.
- Volume embed is available as a transform snap option (need new icon). Not as "continuous" as stroke embed, will have to be fixed somehow.
- Transform snaps work in armature edit mode (only snap to mesh, not other armatures, for now). Adding to other edit data type should be easy.
- Strokes can use all the transform snap options plus volume embed.
Bug fix: added small threshold to face snap (and volume embed) to prevent slipping in cracks between faces. More tweaking needed but this now takes care of all the worst cases.