Commit Graph

993 Commits

Author SHA1 Message Date
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
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
Erwin Coumans
5e374328a8 update Bullet physics sdk to latest trunk/version 2.78
add PhysicsConstraints.exportBulletFile(char* fileName) python command
I'll be checking the bf-committers mailing list, in case this commit broke stuff
scons needs to be updated, I'll do that in a second.
2011-03-12 20:34:17 +00:00
Campbell Barton
53139432dd image.depth, 96/128 for float color images, was 24/32 for byte images.
also use <> for system includes
2011-03-09 01:25:59 +00:00
Dalai Felinto
c39a109dae BGE internal cosmetic changes - Replacing hardcoded values with new defines
---------------------------------------------------------------------------
The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =)
I'm adding some comments to help on that.

Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
2011-03-07 19:14:17 +00:00
Campbell Barton
57436f3013 fix for own error made r35267. 2011-03-03 08:01:11 +00:00
Campbell Barton
7348a50d79 change return values from mathutils callbacks to match pythons (-1 is error), so error macro's can be used in both. 2011-02-28 18:42:41 +00:00
Campbell Barton
f73c993b16 - use Py_CLEAR for python internally referencing other PyObjects (supposed to be safer).
- detect includes for qtcreator projects as well as the ones from cmake (it didnt return all of the right paths).
2011-02-27 04:01:58 +00:00
Campbell Barton
a11c80d3bb cyclic gc support for KX_PythonSeq 2011-02-27 03:59:17 +00:00
Nathan Letwory
bb6e7faf72 doxygen: gameengine/Ketsji tagged. 2011-02-25 13:35:59 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Nathan Letwory
79f79e0cac doxygen: BGE Network, Physics, Rasterizer 2011-02-22 12:42:55 +00:00
Nathan Letwory
5138615554 doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
Mitchell Stokes
b5e3d2a2ea Bugfix #25803 (LibLoad'ed scene objects don't have timer property updated)
The KX_Scenes' SCA_TimeEventManagers were not being merged. These handle the timer prop
2011-02-21 23:44:11 +00:00
Mitchell Stokes
648dec3411 Fix for bug #25804 (LibLoad'ed scene objects material CRASH when doing mat.getShader())
X_Material's mScene member variable wasn't properly set on merge if it didn't have an mBlenderShader defined. This patch always makes sure it gets set on merge.
2011-02-21 23:41:47 +00:00
Dalai Felinto
230aed6242 BGE: Action and ShapeKey Actuator PingPong playmode.
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
2011-02-16 19:53:39 +00:00
Mitchell Stokes
62602c797d Fixing a recounting bug so KX_Scene.pre_draw.append() and KX_Scene.post_draw.append() work. 2011-02-12 15:44:09 +00:00