Brecht Van Lommel
21955ac8aa
Fix #35329 : action actuator crash with replacemesh, pointers got outdated.
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No need to cache this, creating it is quick.
2013-05-13 10:54:57 +00:00
Mitchell Stokes
01a981f5c4
BGE: Fix for [ #35204 ] "New Alpha-Enabled Shadows Work Until UVs Change" reported by Josiah Lane (solarlune).
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BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
2013-05-10 07:05:12 +00:00
Dalai Felinto
102c0d76e9
bugfix: [ #31757 ] setGLSLMaterialSetting has no effect
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original patch by me, with contribution from HG1 and Florian Völker
bug introduced in rev. 40113
2013-05-08 21:43:35 +00:00
Campbell Barton
854fd94016
bge py api: raise an overflow exception when assigning a float to a bge object which is out of the float range.
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also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
2013-05-03 01:13:51 +00:00
Campbell Barton
dee33e8097
fix [ #34609 ] mesh.getVertex doesn't work as spected with poly.getMaterialIndex() and poly vertex indexes
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revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
2013-05-01 22:41:55 +00:00
Mitchell Stokes
a580677801
BGE: Small fix to allow clip alpha to work with alpha shadows.
2013-04-27 08:37:41 +00:00
Mitchell Stokes
d2b14ed4f0
BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping().
2013-04-14 00:40:24 +00:00
Mitchell Stokes
dbf4328f3f
BGE: Adding a render.setFullScreen() and a render.getFullScreen() to allow fulscreening games via Python.
2013-04-13 21:09:02 +00:00
Dalai Felinto
1c80388a73
bge fix: framing mode "Expanded" not updated when resizing blenderplayer
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now, with a 'resize' routine for the engine we can/should also recreate some
buffers that are created only at init time (e.g., 2d filters, dome fbos, ...).
This bug was always present in Blender (since 2.49 at least).
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
2013-04-12 01:52:30 +00:00
Campbell Barton
8c1cb10cfd
code cleanup: unused vars, make other vars static.
2013-04-10 22:49:50 +00:00
Thomas Dinges
858ff6b696
Fix for [ #34898 ] Typo in error message of mathutils.Vector
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* Also fixed some more cases of "more then" -> "more than".
2013-04-07 15:09:06 +00:00
Mitchell Stokes
7bdb7331b5
BGE: KX_Camera.getScreenVect() was using glReadPixels to get a depth value, which was causing a sync event between the gpu and cpu. glReadPixels was always returning 0, so I removed it and set depth to be a constant 0.
2013-04-07 00:13:04 +00:00
Campbell Barton
0874237358
code cleanup: bge warnings
2013-04-04 23:16:23 +00:00
Mitchell Stokes
966e86cd2d
Fix for [ #34754 ] "Revision 55527 provokes glitchy GLSL shadow map rendering" reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-04-04 03:55:43 +00:00
Campbell Barton
ab41583bc2
style cleanup
2013-03-29 06:21:28 +00:00
Campbell Barton
d15d78a33a
style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
2013-03-27 20:27:07 +00:00
Campbell Barton
64d161de87
style cleanup:
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
Campbell Barton
e1a54214bb
code cleanup:
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
2013-03-25 02:41:30 +00:00
Campbell Barton
92d7955d13
fix for struct definition building with msvc2008 and some style cleanup.
2013-03-24 01:19:55 +00:00
Mitchell Stokes
1356e3b490
BGE: getting rid of a few maybe-uninitialized warnings.
2013-03-23 03:04:02 +00:00
Campbell Barton
dad877bc3b
fix for BGE crash replicating a navmesh.
2013-03-22 20:19:55 +00:00
Mitchell Stokes
e6020cd320
BGE: Adding a getProfileInfo() function to bge.logic. This function returns a Python dictionary with the same information as the on screen profiler.
2013-03-19 04:51:37 +00:00
Campbell Barton
655ed9cc7f
style cleanup
2013-03-18 11:44:56 +00:00
Campbell Barton
16b82845ee
code cleanup: add 'const' to headers to quiet msvc warnings, also remove (char *) casts that aren't needed now we're on Python3.3
2013-03-17 18:30:31 +00:00
Campbell Barton
f2bb536994
code cleanup: also change BKE_blender.h BLENDER_VERSION_CHAR to 'a' so as not to confuse things.
2013-03-05 14:47:49 +00:00
Campbell Barton
f44b54d2a7
patch [ #34103 ]
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from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
2013-03-05 03:17:46 +00:00
Campbell Barton
2921d48239
code cleanup: unused vars in collada, preprocessor formatting & warning in mingw.
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also compiling without bullet needed a stub added.
2013-03-04 00:53:57 +00:00
Brecht Van Lommel
2822a14e5d
Fix #34483 : game engine multi UV glsl materials not working correct after changes
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to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00
Campbell Barton
0dd6988a1e
add PHY headers to cmake's ketsji (else some IDE's won't show)
2013-02-26 23:08:42 +00:00
Brecht Van Lommel
4f3ca854e1
Fix various warnings with clang build, and adjust cmake clang warnings flags
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to include a few more that gcc is using too.
2013-02-26 21:58:06 +00:00
Mitchell Stokes
2f2c0a6b02
BGE: Fixing a crash reported by Ace Dragon on BA. It looks like Object->totcol can give a number higher than the number of materials, so I've added some NULL checks.
2013-02-25 05:55:37 +00:00
Campbell Barton
166de48ca4
code cleanup: confusingly written and named function for BGE materuial conversion: getImageFromMaterial() --> getMTexFromMaterial()
2013-02-23 07:36:40 +00:00
Mitchell Stokes
e4febef1fb
BGE: Finally moving material IPOs to the 2.60 BGE animation system (BL_Action). It was kind of a fluke that they worked before.
2013-02-23 02:47:22 +00:00
Mitchell Stokes
c00191dbe3
BGE: Object color channels can now be animated separately without zeroing out the other channels. Problem reported by Dalai via IRC.
2013-02-23 01:17:01 +00:00
Mitchell Stokes
bd8f4cc4d6
BGE: Second fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. Now the multiple layers should also be working. When doing fcurve/IPO animations, the controllers are cleared as soon as the action is done and must be setup again every time the action is played.
2013-02-23 00:46:58 +00:00
Mitchell Stokes
eab8a25e03
BGE: For BL_Action, use the object's scene rather than the "active" scene, which can potentially cause problems with multiple scenes.
2013-02-23 00:28:25 +00:00
Mitchell Stokes
d05cb9bca5
BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
2013-02-22 23:55:06 +00:00
Mitchell Stokes
6bac47f854
BGE: Fix for bug #34349 "Character walkDirection ADD mode -#INF error" reported by Angus Hollands (agoose77). If the walk directions canceled each other out, the actuator would try to normalize a zero vector, which caused the error.
2013-02-22 02:31:46 +00:00
Mitchell Stokes
815e00917d
BGE cleanup: Removing the PHY__Vector classes and replacing them with MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
2013-02-21 18:30:11 +00:00
Mitchell Stokes
8997e5ae06
BGE: Fix for issue #32606 "Raycasts are locked to the scene of calling object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene.
2013-02-11 18:29:19 +00:00
Brecht Van Lommel
faaee15407
Fix part of #34083 : crash trying to play surround .wav file in the game engine
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on Windows, it still doesn't play but it doesn't crash at least.
2013-02-07 21:29:31 +00:00
Campbell Barton
9d4be17de4
style cleanup
2013-02-04 00:05:15 +00:00
Campbell Barton
9da4cab9fd
style cleanup: comment format
2013-02-02 04:48:21 +00:00
Mitchell Stokes
9191b783bb
BGE: Some various changes to make moving the character physics type easier:
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* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585 ] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503 ] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-30 05:55:17 +00:00
Dalai Felinto
3a1ee13278
BGE Profile : visual feedback bars and improvements
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You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-28 01:26:36 +00:00
Campbell Barton
69ddc5eb99
make bullet optional again
2013-01-23 07:26:39 +00:00
Campbell Barton
06dd4fa40c
bge track-to actuator: reverse the order of the cross product rather then negating.
2013-01-13 03:48:48 +00:00
Mitchell Stokes
1e5ea3e5c4
BGE: Fix from HG1 for bug [ #32831 ] "TrackTo aktuator +X direction not working correct" reported by HG1.
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Looks like a vector needed to be inverted for the +X calculation.
2013-01-12 23:48:40 +00:00
Mitchell Stokes
4bd3477e29
BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps.
2013-01-12 20:01:58 +00:00
Campbell Barton
9c003a36d6
patch from Harley Acheson to remove multiple inline defines.
2013-01-12 17:12:48 +00:00