* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
Previously the only way to detect if the mouse moved over a different object was to enable true-level-triggering and have a python script detect the change.
When the Pulse option is set, focusing on a different object pulses true.
Python attribute is focusSensor.usePulseFocus.
This is similar to the collision sensors pulse option where changes in the set of collision objects generates an event too.
Found this functionality missing when trying to make a logic demo that used mouse-over with overlapping objects.
2.49a tries to remove the object from the conversion list every time. Now remove from the conversion list directly without being apart of the remove object function.
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
UI changes: splitting dome options for different dome modes (eg angle doesn't work for envmap mode)
if anyone wants to tweak that, feel free to do it.
* I put a remaining to bring setEyeSeparation + Focal Length to the Stereo GUI. I'm still not sure what would be the default parameters for that, and that will require other changes (eg remove the flag m_setfocallength and m_seteyesep). For so far only a label remind :)
When the mesh field is left blank and Physics option is enabled, it reinstances the physics mesh from the existing mesh.
like calling gameOb.reinstancePhysicsMesh() from python.
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.
- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.
Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)
Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.
video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogvhttp://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
* Diffuse/specular ramps works again.
* Wire is now a material type next to Surface and Halo.
* Removed Volume material type option until it is actually there.
* Some button layout tweaks.
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging
source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
Logic Panel:
- world settings (moved from world)
... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
... separated stereom into stereoflag and stereomode
- properties
... (didn't touch it)
Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
... a datablock link to the materials of an object + the dynamic physic variables
* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
Adding a UI to set the type on startup can be added easily.
# ----
class myPlayer(GameTypes.KX_GameObject):
def die(self):
# ... do stuff ...
self.endObject()
# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()
# ----
One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)
* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).
TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
* Update cmake and makefiles to link python generic.
* Fix game engine building for cmake and makefiles.
* Fix compile error with py 3.x, due to 2.x compat fix.
while making a demo of using python to control bones found some more problems.
also added channelNames attribute to BL_ActionActuator to get a list of valid channels to use.
demo: http://www.graphicall.org/ftp/ideasman42/armature_python.blend
its still not that useful since theres not way to know rest bone locations yet but better then nothing.
Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes.
* game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory.
* setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful.
* Added getChannel() - returns pose loc/size/quat
* Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)