Commit Graph

1769 Commits

Author SHA1 Message Date
Porteries Tristan
728d1ec504 BGE: Fix T46381 : last action frame not updated.
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object).
But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b382 and implement a mutex in BL_Action::Update.
Example file : {F245823}

Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren

Reviewed By: youle, moguri, sybren

Maniphest Tasks: T39928, T46381

Differential Revision: https://developer.blender.org/D1562
2015-10-19 16:03:40 +02:00
Porteries Tristan
75e4e4b67f BGE: Fix animations update when scene is suspended. 2015-10-14 22:54:20 +02:00
Campbell Barton
e32430df34 Fix T46458: BGE Crash on load
regression from 96dd213e7
2015-10-13 08:43:41 +11:00
Thomas Szepe
bd6febc4c4 BGE: Change KX_WolrdInfo mathutils vector to color
Change the mathutils callback from vector to color for mistColor, backgroundColor and ambientColor.

Reviewers: lordloki, campbellbarton, panzergame, moguri, sybren

Reviewed By: panzergame, moguri, sybren

Projects: #game_engine, #game_logic

Differential Revision: https://developer.blender.org/D1432
2015-10-11 18:43:05 +02:00
Thomas Szepe
3dd83b533a BGE: Adding a Max Jumps value to the character physic window
Actually we only have a Python API that allows to change the max jumps value.
The patch also allows non programmers to change the maximum numbers of jumps.

Reviewers: panzergame, sybren, campbellbarton, lordloki, moguri, agoose77

Reviewed By: lordloki, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1302
2015-10-11 18:28:43 +02:00
Thomas Szepe
83721682bb BGE: Change character jumping to char
* Change the character jumping variables and methods from int to char.
* Limit the maxJumps integer value from 0 to 255.
* Allow to set the minimum jump amount to 0.

Reviewers: panzergame, lordloki, moguri

Reviewed By: lordloki, moguri

Subscribers: agoose77

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1305
2015-10-11 15:41:40 +02:00
Thomas Szepe
2247ebe16e BGE: Add recursive dupli group deletion
This patch will delete all associated objects from a group instance (dupli group) if the are deleted.

Reviewers: brita_, sybren, lordloki, moguri

Reviewed By: lordloki, moguri

Projects: #game_engine

Maniphest Tasks: T36388

Differential Revision: https://developer.blender.org/D1205
2015-10-11 14:08:38 +02:00
Thomas Szepe
d1ee195260 BGE: Adding a screenshot function to game actuator
Extending the existing game actuator with a screenshot function, to give also non programmers the ability to take screenshots in the BGE.

Reviewers: lordloki, campbellbarton, moguri

Reviewed By: lordloki, moguri

Subscribers: lordloki, Genome36

Projects: #game_engine

Differential Revision: https://developer.blender.org/D651
2015-10-11 13:41:38 +02:00
Porteries Tristan
720d4521cd BGE : Collision mask support in raycast + and raycast cleanup.
I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" :
```
rayCast(to, from, dist, prop, face, xray, poly, mask)
```

It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast.

test file : {F237337}
left mouse click on two planes and see console messages.

Somewhat more elaborate test file by @sybren: {F237779}
Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups.

Reviewers: moguri, hg1, agoose77, campbellbarton, sybren

Reviewed By: agoose77, campbellbarton, sybren

Subscribers: campbellbarton, sergey, blueprintrandom, sybren

Projects: #game_engine, #game_physics

Differential Revision: https://developer.blender.org/D1239
2015-10-07 22:14:43 +02:00
Mitchell Stokes
0d36233dd8 Fix for T41536: 2.71 getActionFrame no longer returns frames accurately
We now keep actions around when they are finished playing so scripts can
still get access to information such as the current frame. Playing a new
action in the same layer still overwrites the previous action as before this
commit. Using an explicit KX_GameObject.stopAction() will free the memory. The
action is also freed when the KX_GameObject is freed as before.
2015-10-06 22:22:47 -07:00
Campbell Barton
5f120f7723 Fix for building with C++ guarded alloc
KX_WorldInfo is already inherits the overrides
2015-09-08 19:42:58 +10:00
Campbell Barton
5fe9b36aa6 Cleanup: style 2015-09-02 18:39:19 +10:00
Sybren A. Stüvel
ba5807c271 BGE: added bge.logic.{get,set}AnimRecordFrame functions
By using getAnimRecordFrame(), game developers have access to the frame
number used by the "Record animation" feature. This enables them to
record additional information in Blender's F-Curves and ensuring perfect
synchronization with the information already recorded by Blender.

The setAnimRecordFrame() can be used to change the frame number at which
animations are recorded, for example to introduce delays the recording that
do not require delays in the actual game/simulation run.

The getter/setter functions in KX_KetsjiEngine are not directly named after
property they access (m_currentFrame). I found "current frame" to be too
vague for a public interface, hence chose a more descriptive name.

Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith

Reviewed By: panzergame, aligorith

Differential Revision: https://developer.blender.org/D1449
2015-08-25 13:42:09 +02:00
Porteries Tristan
81afa2953c BGE: Fix mesh not registered in scene libload. 2015-08-18 12:24:38 +02:00
Thomas Szepe
9437acb7f3 BGE: Fix memory leak and crash with certain physic types
Fixing crash if the physic type is set sensor or character. Caused by a790e172d0.
Fixing memory leak, if the constraint is deleted with Python API removeConstraint().
Add RemoveConstraint() method to avoid code duplication.
Rename old RemoveConstraint() to RemoveConstraintById() which is more suitable name for this method.
2015-08-16 11:38:25 +02:00
Porteries Tristan
bccc6c393c BGE: Fix T33187 constraints replication for libloaded objects.
Reviewers: Moguri
2015-08-11 11:30:23 +02:00
Porteries Tristan
3c77822f96 BGE: Fix T19377 restore dynamics after unparenting object.
Reviewers: scorpion81
2015-08-10 17:08:11 +02:00
Campbell Barton
5af7257309 Cleanup: whitespace 2015-08-06 13:03:07 +10:00
Sergey Sharybin
dfc672f8bb SCons: Fix for really nasty bug with polluting configuration environment
The issue was caused by the following construction:

  def = env['SOMETHING']
  defs.append('SOMETHING_MORE')

Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-08-04 18:06:28 +02:00
Mateo de Mayo
23f54076db BGE: Added getActionName() function to KX_GameObject()
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing.

Example:

```
import bge
own = bge.logic.getCurrentController().owner
own.playAction("SomeAction",0,20)
print(own.getActionName())
```
>> SomeAction

Here is an example file, just open the blend file with the terminal opened
and press P, you can see how the current animation is being printed:
{F217484}

Reviewers: moguri, hg1, panzergame, campbellbarton

Reviewed By: panzergame

Subscribers: campbellbarton, hg1, #game_engine

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1443
2015-08-04 00:10:33 +02:00
Jörg Müller
4cf92c4831 Aduaspace: fixing playback in the game engine. 2015-08-02 11:27:02 +02:00
Jörg Müller
a0cbebf404 Audaspace: fixing problems for the merge to master suggested by Campbell and Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
2015-07-28 14:01:53 +02:00
Jörg Müller
f700c1f3a8 Audaspace: name fixes and external library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
8528d76dad Audaspace: external audaspace library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
733073550f Audaspace: use standalone library.
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
2015-07-28 14:01:52 +02:00
Jörg Müller
96dd213e7e Audaspace: preparing to use standalone library.
- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28 14:01:52 +02:00
Sybren A. Stüvel
d3acfa1d87 BGE: Navmesh fixes and improvements
The navigation mesh functionality was broken for quite a while. This patch
contains fixes: recalculating tesselations before getting the number of
tesselation faces (it otherwise returned 0) before calculating the navmesh,
and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object
(which fixes visualisation in Blender). This allows one to create a new
navmesh, which also works in the BGE.

Furthermore, the patch adds several return values, and shows more error
messages when things go wrong. In several places in the navmesh creation
code, return codes weren't checked and errors silently ignored.

Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame

Reviewed By: panzergame

Differential Revision: https://developer.blender.org/D1435
2015-07-28 13:54:41 +02:00
Thomas Szepe
2b632dd8c2 BGE: Fix T37074: GLSL max texture units limit
Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB).
Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader.
This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8.

Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri

Reviewed By: panzergame, sybren, moguri

Projects: #game_engine, #game_rendering

Maniphest Tasks: T37074

Differential Revision: https://developer.blender.org/D1389
2015-07-27 20:34:13 +02:00
Porteries Tristan
76beb7b7d4 BGE: Fix T19241: draw debug shape with overlay/background scene.
It's for the function render.drawLine and physics debug.
2015-07-27 13:49:06 +02:00
Porteries Tristan
fb7281fb6a Fix T26141: render setting affects only first scene. 2015-07-26 18:01:56 +02:00
Porteries Tristan
9939c18900 BGE: Fix T35288 Touch/Ray/Mouse sensor and Constraint actuator with material check doesn't work.
Now we look at all materials instead of the first. So m_auxilary_info is useless and removed.
2015-07-25 09:43:06 +02:00
Sergey Sharybin
3d36489672 OpenSubdiv: Commit of OpenSubdiv integration into Blender
This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:

- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
  of OpenSubdiv is used, making viewport performance as fast as possible.

  This also requires graphscard with GLSL 1.5 support. If this requirement is
  not met, then no GPU pipeline is used at all.

- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
  rendering then CPU limit evaluation API from OpenSubdiv is used. This only
  replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
  structures exactly the same as they used to be for ages now.

This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:

- Face varying data interpolation is not really cleanly implemented for GPU
  in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.

  This basically means we'll have really hard time supporting UVs.

- Limit evaluation only works with adaptivly subdivided meshes so far, which
  basically means all the points of CCG are pushed to the limit. This gives
  different result from old code.

- There are some serious optimizations possible on the topology refiner
  creation, which would speed up initial OpenSubdiv mesh creation.

- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
  could be generalized.

  That's something where Antony and Campbell can help, making it so the code
  is structured in a way which is reusable by all planned viewport projects.

- There are also some workarounds in the dependency graph to make sure OpenGL
  buffers are only freed from the main thread.

Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from

  https://github.com/Nazg-Gul/OpenSubdiv/tree/dev

There are some patches applied in there which we're working on on getting
into upstream.
2015-07-20 22:29:26 +02:00
Dalai Felinto
c8f6313487 Fix T45428: Sometimes in a dupligroup linked actuators are not triggered
Revert "BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse."

This reverts commit 371e5f25a0.

The fix is basically to revert the cleanup commit 371e5f25 (and 3d658bf7)
Also 5dc22fbbf had to be adapted to the reverted code.

Conflicts:
	source/gameengine/Ketsji/KX_Scene.cpp
2015-07-16 12:53:20 -03:00
Alexander Romanov
38940662e5 Particle Info node support for GLSL mode and the internal render.
With this patch "Particle Info" node from Cycles works in GLSL and BI

Alexander (Blend4Web Team)

Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.

Differential Revision: https://developer.blender.org/D1313
2015-07-14 18:52:29 +02:00
Campbell Barton
0918461d61 Move from MTFace to MTexPoly w/ texture checks
Part of moving away from MFace.
2015-07-14 22:36:00 +10:00
Antony Riakiotakis
e142ae77ca Imbuf types refactor.
ImBuf types were getting stored as bitflags in a 32bit integer which had
    already run out of space. Solved the problem by separating file type to
    an ftype enum, and file specific options to foptions.

    Reviewed by Campbell, thanks a lot!
2015-07-13 13:58:17 +02:00
Jorge Bernal
6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00
Porteries Tristan
0c14a897dd BGE: Fix wrong current logic manager in collision callback. 2015-07-07 13:37:27 +02:00
Jorge Bernal
12583287e7 BGE: Fix T45341: Crash when camera is eliminated
A null check is added to avoid crashes when the camera is removed during
the game and no other is available
2015-07-06 15:40:50 +02:00
Sybren A. Stüvel
be07ab58c6 BGE Fix T45207: Camera actuator shakes with low height
The camera-aiming code was using a near-zero-length cross product, which
caused oscillations. Thresholding on the cross product length seems to
fix this.

Reviewers: lucky3, Matpi, lordloki

Reviewed By: lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1387
2015-07-06 12:20:29 +02:00
Porteries Tristan
145ab8c49e BGE: Extend Python API for KX_BlenderMaterial (specular, diffuse…)
Add support for material diffuse, specular… in KX_BlenderMaterial python proxy. And use mathutils in KX_BlenderMaterial for the specular and diffuse color in KX_BlenderMaterial.

Reviewers: sybren, brita_, kupoman, agoose77, dfelinto, moguri, campbellbarton, hg1

Reviewed By: moguri, campbellbarton, hg1

Subscribers: dfelinto

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1298
2015-07-03 11:47:48 +02:00
Dalai Felinto
fdb474fc8a Game Engine: Camera Lens Shift: support to change it during game 2015-07-02 13:51:30 -03:00
Porteries Tristan
e80e4c937b BGE: Fix T45196 armature action on libloading. 2015-07-02 11:56:49 +02:00
Porteries Tristan
607dca0705 BGE: Fix T44069 playing action during libfree. 2015-07-01 16:51:48 +02:00
Dalai Felinto
f12b1790a0 Fix 73841 : Game Engine - Camera Lens Shift
This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python.
( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift
- this page will be removed as soon as I commit this)

Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue).

Kudos for the BlenderVR project for supporting this feature development.

Differential Revision: https://developer.blender.org/D1379
2015-06-29 10:45:27 -03:00
Sybren A. Stüvel
9f48aa45ad BGE: added clamping of angular velocity.
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.

Reviewed by: campbellbarton, panzergame, ton

Differential Revision: https://developer.blender.org/D1365
2015-06-28 12:54:53 +02:00
Quentin Wenger
49aa7b1261 BGE: Fix color used as background in VideoTexture.
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).

Reviewers:panzergame
2015-06-24 13:03:23 +02:00
Porteries Tristan
d979ac4cc9 BGE: Fix T45110, T44174, armature animations update and mirror render.
Reveiwers:Moguri, Matpi, youle
2015-06-22 18:16:31 +02:00
Porteries Tristan
2a305580b2 BGE: Fix T38030: wrong vertex index returned by KX_PolyProxy
Fix T38030.
In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index.

Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1

Reviewed By: agoose77, hg1

Projects: #game_engine

Maniphest Tasks: T38030

Differential Revision: https://developer.blender.org/D1324
2015-06-20 14:21:31 +02:00
Jorge Bernal
51188ecbf1 BGE Cleanup: Translation of several comments in Dutch 2015-06-20 01:19:32 +02:00