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
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
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
* 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
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
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
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
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.
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
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.
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.
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
- 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.
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
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
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.
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
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
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!
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
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
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
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
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
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror).
Reviewers:panzergame
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