For this actuator to be useful it needs to use the first opened blendfile as the base name for the configuration file.
A recent fix that made the gp_GamePythonPath always match the current loaded blend file made this actuator work differently.
keep the original filename to use for making the config name so you can load the config between loading blendfiles.
- Setting the constraint script from python didnt update the target count
- Setting objects didnt work at all, since it checked the input sequence for being an BPy_Object type (rather then an item in the sequence)
- Typo in occlusion variable init "m_buffer == NULL;" -> "m_buffer = NULL;"
CcdPhysicsEnvironment.cpp and CcdPhysicsController.cpp had too many warnings, fixed most of them.
- IPOs and actions start it's frame counting in frame 1, not zero.
- Talked with Ben and we agreed to rename the "bookmark" feature before an official release.
- some English typos.
- removed all period in the end of tooltips for consistency's sake.
* note:
I resisted one more time to the temptation of alphabetical ordering the Sensors and Actuators.
That will be the first thing I would like to do after we are done with 2.49 :)
It really annoys me as a user.
This adds custom proxy file storage to the sequencer.
Reasoning: sometimes low resolution versions are already available as a
seperate file built by the capture application.
So there is no real reason to make blender build it's own seperate proxy.
This also somewhat fixes (aehm works around :) )
[#13632] Creating Proxy Takes Over Process, Should be Background
Since now you can just fire up ffmpeg to build your proxies in the background.
(You could have done before and build a directory of jpeg files, but then you
would have to rename all the files since otherwise things are off by one...)
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
- Fixed some deprecation warnings in documentation.
- Added more conversions to script.
- Added more attributes to script todo list.
- Print out name of text buffer when encountering an error in batch mode.
- Refactor: Simplified attribute map.
- Added notImplemented function to print warnings for missing conversions. References documentation.
allow to dynamically create rigid body constraints while disable collision detection between connected bodies, pass as 10th argument the flag 128
PhysiPython KX_ConstraintWrapper, setParam
export setParam(paramIndex,paramValue0,paramValue1) for Physics constraints
paramIndex 0,1,2 are linear limits, 3,4,5 are angular limits, 6,7,8 are linear motors, 9,10,11 are angular motors
For example:
disableConnectedBodies=128
cons = PhysicsConstraints.createConstraint(oid,rid,generic6dof,pivotInAx,pivotInAy,pivotInAz,angleX,angleY,angleZ,disableConnectedBodies)
#params 0,1,2 are linear limits, low,high value. if low > high then disable limit
cons.setParam(0,0,0)
I will provide an example .blend for Blender 2.49
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102
(todo: expose this setting in World setting GUI)
Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT.
Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering).
Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
Should make generic 6DOF constraint more useable, and rigid body stacking more stable (warmstarting was accidently switched off)
If time allows, a few more minor last-minute 2.49 fixes might follow.
Check out http://bulletphysics.com/constraintsTutorial.blend
Fix for the fix: SDL_PauseAudio() doesn't really wait for callback to finish
which can lead to random segfaults if we set audio_scene to 0 afterwards.
So we don't do that.
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.
After these fix, YoFrankie runs without memleak.
This fixes:
[#18373] WAV with IPO CURVE: Clicking in playback
by adding linear interpolation between frames. (Old IPOs were only calculated
once per frame which will lead to clicking on steep curves)
This includes a bunch of new object primitive icons
which would be great to get into the 'add object' menus,
they're not there yet. The specific lamp data type icons
are now used in the outliner though, which is very helpful.
Added subdivide operator and button for multires.
Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
Patch from Alex Fraser (z0r)
- All attributes in the conversion map have been checked against the docs. More ambiguities have been resolved.
- Added option to convert all text buffers in Blender.
- Updated GameTypes.py: there were inconsistencies.
The script works well (causes no errors) with 0_FPS_Template.blend and vehicle_demo.blend from the
physics-2.43-physics-testfiles pack.
Caveats:
- Conversions were checked against other deprecated attributes. I may have missed some cases where a deprecated attribute
has the same name as a non-deprecated attribute. I did catch a few though.
- As with the last version, the conversion is purely text-based and doesn't compile the code. It's easy to create a
script that would break on conversion.
Still, it should get you 90% of the way to a converted script.
- Added new popup menu type, which can be used to pass on a
running operator too. Needed it for debug menu, allowing to
set variables outside of operator "first do then tweak" system. :)
void uiPupBlockOperator()
Don't forget to tell invoke() return that operator now runs modal!
- Test menu: alt+ctrl+d gives the G.rt debug value.
Values of 0-16 now can be used to shrink areas, stuff like this
then happens (rt==4):
http://download.blender.org/institute/rt5.jpg
Was looking at ways to visually distinguish areas and regions
better. Yes I know, cute rounded corners, etc. Just testing!
Fix in sliders; didn't notice the left part messed up :)
Another slider draw method to explore would be like this:
(<| -------- |>)
Would make it symmetrical, and visually matching number
buttons better. (the "<" is background color triangle,
without circle around it).
in fact I redid part of the last "fix", making it working properly now.
Before we were changing Lamp->la . This is the Blender Lamp, we shouldn't touch it.
So this part of the code is correct now.
Things that could be tackled:
- color attribute is returning negative values when NEGATIVE is toggled
- objects with no material (default gray one) still don't support lamp spots (not spot lamp but the spot of the lamps)
In this commit:
* Added code for freeing NLA data now stored in AnimData
* Started writing some utilities for adding NLA data, especially the 'push-down' concept for Actions
* Cleanups of existing code - removal of obsolete NLA code from various places
Next commits/parts:
* File IO code for new-style NLA data
* Version patching for old data to new data
Four new buttons in World settings to control frame rate:
fps: Nominal frame rate in frame per second.
Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
the actual fps is less than nominal. This allows the
physics to keep up with real time even if the graphics slows
down the game.
sub: Fixed number of simulation substeps per physic timestep.
Improves the precision of the physics simulation. Useful for
fast moving objects for example.
log: Maximum number of logic steps per game frame in case the
actual fps is less than nominal. This allows the logic
system to follow the physics simulation.
Upper bound = phys
(setting the value higher than phys has no effect).
On games with heavy logic system, it is useful to set this
value to 1, to keep logic time under control.
All these values were already accessible from Python except phys:
GameLogic.getMaxPhysicsFrame():
Gets the maximum number of physics frame per render frame.
GameLogic.setMaxPhysicsFrame(phys):
Sets the maximum number of physics timestep that are executed per render frame.
Higher value allows physics to keep up with realtime even if graphics slows down the game.
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
phys: integer
Bugfix: In full-area screen mode, you cannot split windows again, the
full-area code is too primitive for that. Just disabled now.
(reported by Venom's Lab!)
Interface draw fixes:
- Red cursor for text edit widget was in wrong location
- Selection for text edit widget too
- Number slider text edit was too far too the left
- Number slider 'fill' was drawing outside boundaries.
(Matt: note I just interpolated rounding value :)
* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.