Commit Graph

1008 Commits

Author SHA1 Message Date
Mitchell Stokes
a165ad251e BGE Animations: Removing no longer used code and variables. 2011-06-24 00:31:13 +00:00
Mitchell Stokes
f969b813a4 BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame(). 2011-06-23 23:19:39 +00:00
Mitchell Stokes
12ca476b8b BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short. 2011-06-23 23:18:53 +00:00
Mitchell Stokes
ea47125f16 BGE Animations: Exposing KX_GameObject's GetActionFrame() and SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time. 2011-06-23 22:44:24 +00:00
Mitchell Stokes
f1a2d46aa0 BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis. 2011-06-23 22:12:49 +00:00
Mitchell Stokes
545bf50e1d BGE Animations: Adding shape actions to BL_Action. This means Shape Actions now work through the Action actuator. I still need to handle blendin for shape actions though. 2011-06-23 19:49:53 +00:00
Mitchell Stokes
8d179ca920 BGE Animations: BL_Action now creates a PointerRNA only when constructed instead of on each Update() call. 2011-06-23 19:20:28 +00:00
Joerg Mueller
413bc87e4f Merge with trunk r37757. 2011-06-23 17:30:56 +00:00
Campbell Barton
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
Joerg Mueller
c89b4e4b66 3D Audio GSoC:
- Implemented a nice rechanneling solution with unofficial speaker arrangement standards similar to what OpenAL soft has
- Renamend AUD_Channel in the C API to AUD_Handle
- Removed the unlogical 7.2 speaker configuration, that's a hardware only config
2011-06-21 20:24:40 +00:00
Joerg Mueller
044887b5a4 3D Audio GSoC:
- Created Handle classes
- Changed Reference counting completely
- Fixing some streaming bugs
- Completely disabled OpenAL Buffered Factories (they were unused anyway)
2011-06-21 20:21:43 +00:00
Joerg Mueller
207911bdb3 Merge with trunk r37677 2011-06-20 22:55:18 +00:00
Campbell Barton
758450ee49 BGE: Camera.getScreenPosition wasn't working because of an unhandled exception when called with a non vector argument (object or object name). 2011-06-17 07:27:27 +00:00
Joerg Mueller
a90d30c863 3D Audio GSoC:
GameEngine Python access sound actuator's sound (with setting! :-D).
2011-06-16 09:13:29 +00:00
Mitchell Stokes
c02006bc2b BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing. 2011-06-16 01:18:52 +00:00
Mitchell Stokes
a3e296fc40 Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering

One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-15 18:59:22 +00:00
Joerg Mueller
8ff0c2e107 Merge with trunk r37475. 2011-06-14 12:06:21 +00:00
Dalai Felinto
a2dda7c74d BGE Patch: [#27425] Allow to change the damping of the camera actuator
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"

The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).

This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########

epydocs (rst) updated too
2011-06-13 17:08:33 +00:00
Mitchell Stokes
e67edaf6ac BGE Animations: KX_GameObjects now only instantiate a BL_ActionManger if they need one. 2011-06-11 00:22:35 +00:00
Mitchell Stokes
c431863312 BGE Animations:
* Adding BL_Action::Play() and BL_Action::Stop()
  * Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
  * Making the Property play type work for the Action actuator.
2011-06-11 00:14:47 +00:00
Mitchell Stokes
b9abe6211f BGE Animations: Removing some redundant pose copies from BL_Action. 2011-06-06 23:35:24 +00:00
Joerg Mueller
cd04cff180 Merge with trunk revision 37149. 2011-06-03 23:24:01 +00:00
Mitchell Stokes
39bbf3854a BGE Animations: Reimplemented the continuous function of the action actuator.
* To do this, I've added Get/SetFrame() functions.
  * I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01 07:42:40 +00:00
Mitchell Stokes
54a37ba855 BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:
BL_ActionManager:
    * IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.

  KX_GameObject:
    * PlayAction(...) - Adds an action to the object's action manager
    * StopAction(short layer) - Remove an action from the object's action manager
    * IsActionDone(short layer) - Check if an action has finished playing
2011-06-01 05:46:19 +00:00
Mitchell Stokes
b31385f3bd BGE Animations: fixing a crash with looping armature actions. 2011-06-01 05:40:48 +00:00
Campbell Barton
09da9d4393 cmake maintenance
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00
Joerg Mueller
9cfd093a93 Merge with trunk r36987. 2011-05-29 00:48:03 +00:00
Dalai Felinto
245d36b706 bugfix for: [#26753] PhysicsConstraints ID trouble on 64bit (linux at least).
[the problem also affected OSX]

PhysicsId are Long, not ints (see PyObject* KX_GameObject::PyGetPhysicsId() )

There is a reference in the code to use PyCapsule instead of int. I'm not sure
about that. This patch at least stops the crashes
(update: I talked with Campbell and he repeated that PyCapsule are better, but if long is working it's fine for now).
2011-05-28 08:16:34 +00:00
Mitchell Stokes
07dca94476 BGE Animation:
* Adding IPOs to BL_Action
  * Adding a "speed" option to adjust the playback speed by some factor
2011-05-28 07:15:27 +00:00
Brecht Van Lommel
d369a6aaaf Windows installer and Path changes, fixing various issues:
* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places

The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.

On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.

If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.

The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.
2011-05-27 09:57:53 +00:00
Mitchell Stokes
bd5f78d1a0 Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gcc 2011-05-27 08:45:48 +00:00
Mitchell Stokes
017fa2c19f BGE Animations:
* Adding a BL_Action and a BL_ActionManager
  * Each KX_GameObject has a BL_ActionManager, which can control up to for BL_Action objects at a given time
  * Currently, the only interface to BL_ActionManager is through KX_GameObject via Python
  * Only armature animations are currently supported
2011-05-24 07:52:29 +00:00
Campbell Barton
0858904571 fix [#27414] no-material renders differently in View3D vs BGE
when a texface layer exists this still overrides the default material.
2011-05-17 02:44:52 +00:00
Nathan Letwory
12fecba3ae Remove files that were intended for shader branch. 2011-05-14 18:54:56 +00:00
Mitchell Stokes
99113b8541 These two files didn't get added when I created a branch from my working copy. 2011-05-14 06:32:25 +00:00
Brecht Van Lommel
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00
Campbell Barton
8fdebf24f4 harmless changes to quiet clang static check warnings.
- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
2011-04-24 10:51:45 +00:00
Campbell Barton
33b8d53224 minor cleanup & replace inline armature separate pchan searches with BLI_findstring(), no functional changes. 2011-04-20 02:56:51 +00:00
Campbell Barton
0814cdf54e fix [#26951] blenderplayer and runtimes will not load
blenderplayer wasn't finding bundled python, eg: ./2.57/python/lib
2011-04-18 08:27:50 +00:00
Campbell Barton
2d1e663440 patch [#26861] Spelling, Typos, and Grammar
- also fix own bad assert from yesterday & remove testing cmake print.
2011-04-11 01:18:25 +00:00
Campbell Barton
1c6956a4d6 quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +00:00
Campbell Barton
ca254dd37b add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their own glew library. 2011-04-05 23:31:01 +00:00
Campbell Barton
f4ba9495c5 fix [#26667] Can't import scripts when using blenderplayer
- move import override initialization to bpy_internal_import.c so the player and blender can both call.
- remove ineffectual & unused sandboxing code.
2011-03-29 16:12:25 +00:00
Campbell Barton
b11f29c8ac clear some c++ warnings. 2011-03-27 07:56:29 +00:00
Campbell Barton
fcc5b5c48c fix for blenderplayer using un-initialized mathutils types. 2011-03-25 00:34:28 +00:00
Mitchell Stokes
481b4842cf Blenderplayer: Fixing import issues. Using PyImport_ExtendInittab() for the Blender modules allows them to be imported in the Blenderplayer. 2011-03-22 08:35:56 +00:00
Mitchell Stokes
3384679aec BGE Dynamic Loading:
* Adding keyword arguments to LibLoad
   - load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
   - verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
 * Also making error reporting better for when an invalid group/idcode is given.
2011-03-22 02:39:08 +00:00
Campbell Barton
2513b194a2 pedantic edit, no need to initialize var. 2011-03-21 12:40:06 +00:00
Mitchell Stokes
1f52d83a99 BGE Dynamic Loading: When given a relative path (starts with "//") for LibLoad(), make the path absolute. This helps resolve relative paths inside the library. 2011-03-21 09:29:28 +00:00
Erwin Coumans
6c972d634e BGE PhysicsConstraints.exportBulletFile improvement: also export the object names to .bullet files. 2011-03-16 21:20:24 +00:00