Commit Graph

16327 Commits

Author SHA1 Message Date
Juho Vepsalainen
a8f00246ba Fix for bug [#13651] Convertor->Math->Divide broken
Changed the if statement to catch zero case properly.
2008-06-26 17:08:07 +00:00
Kent Mein
cef2867fef Make it so it accepts blah.tiff as a filename not just blah.tif
This is for bug [#15132] When saving a render .tif is appended to the saved 
	file even if the name contains .tiff

Kent
2008-06-26 16:42:20 +00:00
Campbell Barton
11cdc2a002 Python API/Game engine fixes, dosn't affect 2.47
* Action FrameProp was checking if the string was true, not that it contained any text.
* Added GameObject.getVisible() since there is already a getVisible
* Added GameObject.getPropertyNames() Needed in apricot so Franky can collect and throw items in the level without having the names defined elsewhere or modifying his game logic which is stored in a separate blend file.
2008-06-26 12:39:06 +00:00
Ian Thompson
fc392040dd Added readline() and reset() for reading lines from a Blender Text Object and resetting the pointer to the beginning of the buffer. readline() will return the '\n' character and return '' when the end of the buffer is reached in accordance with other readline methods. 2008-06-25 21:00:39 +00:00
Campbell Barton
ac25593479 int toggle button function was being used on a short, remove warnings in buttons_logic.c too 2008-06-25 16:15:57 +00:00
Campbell Barton
84c4e89eba Commented out face transp changing when switching images, this is more annoying then helpful.
Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix()
Edited "Collision" button since ray-sensor also uses collision.
2008-06-25 16:09:29 +00:00
Benoit Bolsee
c353af4d3a BGE patch 15044 approved: Edit Object Dynamics Actuator.
Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
2008-06-25 14:09:15 +00:00
Ian Thompson
e68834c75b Added UI for suggestions list. Works with arrow-keys and mouse wheel, accept with Enter, reject with Esc or click elsewhere. Mouse selection not yet supported. The script is called from the File->Text Plugins menu.
Tidied python script, the C suggestions functions and fixed some bugs including suggestions not being freed properly.
2008-06-25 13:51:54 +00:00
Campbell Barton
7ba2389932 added r/w access to nurb curves orderU for migius 2008-06-25 13:21:38 +00:00
Benoit Bolsee
820c2df12c BGE patch: Add automatic support for armature driven shape keys.
To take advantage of this feature, you must have a mesh with 
relative shape keys and shape Ipo curves with drivers referring
to bones of the mesh's parent armature. 
The BGE will automatically detect the dependency between the 
shape keys and the armature and execute the Ipo drivers during
the rendering of the armature actions.
This technique is used to make the armature action more natural: 
the shape keys compensate in places where the armature deformation 
is uggly and the drivers make sure that the shape correction
is synchronized with the bone position.

Note: This is not compatible with shape actions; BLender does 
not allow to have Shape Ipo Curves and Shape actions at the same
time.
2008-06-24 22:19:00 +00:00
Benoit Bolsee
4d478cbe86 BGE patch: remove Shape key driver code from previous commit 2008-06-24 21:39:45 +00:00
Benoit Bolsee
15c105c157 BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator:

damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full 
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.

clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified 
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field: 
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
2008-06-24 19:37:43 +00:00
Ian Thompson
bdc030c664 Text plugin basis with plugin for suggestions/completions. The suggest plugin works for imported global variables, methods, modules and module members. For example typing:
import Blender
from Blender import *
| <- cursor here suggests globals
Blender.Draw.gl| <- cursor here suggests all Draw members starting gl

Currently suggestions are listed in the console when the space is redrawn but will be presented as a menu-style list soon. Also to add are shortcut/activation keys to allow plugins to respond to certain key strokes.
2008-06-24 15:25:25 +00:00
Campbell Barton
fdb0b003f0 patch from skejoe for gcc 4.3 compatibility 2008-06-24 14:51:02 +00:00
Andre Susano Pinto
9629f7ca11 Adding initial SimpleModifier (bend,taper,twist)
(I might only touch this code again late on the week :S, so here is a tmp commit)
2008-06-24 12:04:27 +00:00
Campbell Barton
533539901b Artists complaining about these popups
* Nothing indicated - is not helpful, and very annoying with occluded geometry with high poly meshes, sometimes the selection doesn't work 100% of the time and the menu pops up over what you want to select.
* No (correct) camera error doesn't seem to be needed, has been there since rev 2.
2008-06-24 09:49:29 +00:00
Martin Poirier
c0daf62733 More robust primary symmetry axis algorithm (support branch in two)
Draw primary axis and weight delta
2008-06-23 21:47:31 +00:00
Benoit Bolsee
02132de7aa BGE patch: Add NAND, NOR, XOR, XNOR controllers.
NAND controller is an inverted AND controller: the output is 
     1 if any of the input is 0.
NOR  controller is an inverted OR controller: the output is 0
     if any of the input is 1.
XOR  controller is an exclusive OR: the output is 1 if and only
     if one input is 1 and all the other inputs are 0.
XNOR controller is an inverted XOR: the output is 0 if and only
     if one input is 0 and all the other inputs are 0.
The NAND, NORT and XNOR controllers are very usefull to create
complementary outputs to start and stop actuators synchronously.
MSCV project files updated.
2008-06-23 20:41:18 +00:00
Benoit Bolsee
10c57fd86e BGE bug fix: action constraints were not correctly copied from Blender to BGE local copy, only the first one was copied 2008-06-23 20:29:32 +00:00
Benoit Bolsee
67c0b32375 BGE patch: Add level option on sensor and fix sensor reset.
Level option is now available on all sensors but is only implemented on 
mouse and keyboard sensors. The purpose of that option is to make
the sensor react on level rather than edge by default. It's only
applicable to state engine system when there is a state transition:
the sensor will generate a pulse if the condition is met from the
start of the state. Normally, the keyboard sensor generate a pulse
only when the key is pressed and not when the key is already pressed.
This patch allows to select this behavior.
The second part of the patch corrects the reset method for sensors
with inverted output.
2008-06-23 20:26:48 +00:00
Campbell Barton
8b9503e0ec bugfix [#14796] -t <threads> command line switch doesn't work unless FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
2008-06-23 16:47:15 +00:00
Martin Poirier
488fa13fc0 MERGING TRUNK 2008-06-23 16:37:51 +00:00
Andre Susano Pinto
ac898d39ca Changed the style on shrinkwrapModifier_copyData.
Genscher made me do it the same way that the other 10 modifiers do.
The reason why I initially choosed memcpy was so that if anyone added
parameters on DNA there would be no need to update _copyData, unless
if it was a feature related to memory (eg.: point cache)
2008-06-23 16:23:26 +00:00
Andre Susano Pinto
0f8697b9d2 Fixed bug.. on shrinkwrap_copyModifier 2008-06-23 15:48:03 +00:00
Benoit Bolsee
75e22a1917 BGE patch #14386: Action Actuator Current Frame Prop. This patch is very usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results 2008-06-23 15:32:44 +00:00
Andre Susano Pinto
e426c7ce29 Added shrinkwrapModifier_isDisabled api function 2008-06-23 14:12:22 +00:00
Joseph Eagar
cb6fd8927c An initializer line was missing from the beginning of a loop, causing crashes. 2008-06-23 07:59:26 +00:00
Martin Poirier
7a55f52b1b Transform Snapping
Snap to edges and vertice without have to go through faces.

This means you can import floor plans and use the edges as snapping guides and other sort of fun things.

The bounding box test still needs padding though.
2008-06-22 23:21:29 +00:00
Martin Poirier
b22d3e615d Moving Line to Line intersection into arithb 2008-06-22 23:07:42 +00:00
Peter Schlaile
d229db61e9 == Sequencer ==
Renamed Filter-Y to De-Interlace and moved F-Key to D-Key.
(Also added file reload on D-Key)
2008-06-22 20:59:29 +00:00
Martin Poirier
dac3434b03 [#14398] In Object- and EditMode, global rotate manual input is different than mouse
The sign of the rotation angle was sometimes different between num input and mouse input.
2008-06-22 20:40:13 +00:00
Peter Schlaile
abda1a9ec1 == FFMPEG ==
Added serious interlacing to movies opened using ffmpeg.
(Other video decoders to be done)

Rational: deinterlacing, if done seriously _has_ to be done
in YUV-space. Since internal interface first converts data
to RGB we are pretty much lost (and fall back to IMB_filtery
in that case).
2008-06-22 20:39:41 +00:00
Campbell Barton
381f15189d bugfix, Shift+H would hide unselected objects on unseen layers. 2008-06-22 19:34:18 +00:00
Martin Poirier
39a7a24838 Display graph in 3d view 2008-06-22 17:06:50 +00:00
Benoit Bolsee
5372def2b0 BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.

State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.

GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.

The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 

The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.

A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:

Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.

Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
Joshua Leung
1ee7a20b93 Compiler warning fixes (part 1 or 2) 2008-06-22 01:56:11 +00:00
Joshua Leung
86d227367b Bugfix:
Update-automatically option in IPO-Editor now updates objects using the active IPO-block as their ObAction when transforming keyframes.
2008-06-22 01:31:29 +00:00
Andre Susano Pinto
ffbe42129e svn merge -r 15202:15292 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-06-20 21:36:15 +00:00
Andre Susano Pinto
824eac5095 Added cut-plane option.
Its now possible to project 2 planes over a model and get a cloth..
Tought it still has a few issues.. related with distance to kept from mesh.
2008-06-20 21:10:16 +00:00
Campbell Barton
a1e78a0cca * Documented that get/setOrientation use an inverted rotation matrix
* OB prefix is needed when specifying the object for the Message Actuator, this is very bad since other object fields in the BGE dont need this prefix - a real fix would need do_versions to keep old files running.
* RotationMatrix was all nans if the rotation vector axis was 0,0,0, Changed so in this case just return a matrix that doesn't rotate anything,

spent some angry hours to find these issues, maybe this will save others the hassle ;)
2008-06-20 20:54:29 +00:00
Andrea Weikert
a06f4f3817 == Rip Area into new Window Operator ==
- operator that rips current area into new window
- implemented on the window level.
- sets C->area in current context if necessary
== fix ==
- small bugfix: missing return in WM_event_add_keymap_handler
2008-06-19 19:09:21 +00:00
Benoit Bolsee
de7619991c BGE bug fix for new shape action: mesh with multiple materials did not deform properly 2008-06-19 14:40:46 +00:00
Daniel Genrich
d6c8d2f701 Just make gcc compiler happy (stupid harmless warning) 2008-06-19 13:41:06 +00:00
Benoit Bolsee
df8a3882c6 BGE patch #13625: getLinearVelocity() rewrite to use only vector and matrix operations 2008-06-18 21:22:17 +00:00
Ben Batt
55433f51d8 Patch #8882 - Falloff in the wave modifier
This patch adds the ability to specify a falloff radius in the Wave modifier.
Currently only linear falloff is supported.

Thanks to Michael Fox for the patch!
2008-06-18 15:22:42 +00:00
Brecht Van Lommel
3f488f4d70 * Fix for a crash in game engine vertex array drawing with texfaces.
* For 2D filters, don't require opengl 2.0 but just the extensions,
  so it works on computers without full 2.0 support too.
* In debug mode, don't print memory statistics for preview render.
2008-06-18 10:30:14 +00:00
Jiri Hnidek
5cd4b6ac90 Small fix to be able to compile Blender. 2008-06-18 09:52:31 +00:00
Campbell Barton
d39154bb50 bugfix, BGE, use vec.safe_normalized() rather then vec.normalized() because in some cases the ray_cast sensor could crash blender. 2008-06-18 09:06:51 +00:00
Benoit Bolsee
48c7c9d957 Forgot to set Id property on new shape action files 2008-06-18 07:03:47 +00:00
Benoit Bolsee
2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00