Commit Graph

53000 Commits

Author SHA1 Message Date
Campbell Barton
a1e73e55c7 updated BGE doc checker script for classes now being in GameTypes.py 2009-05-14 10:59:38 +00:00
Ton Roosendaal
a74d2574ee Bugfix #18725
Particles using group-duplication, with Metaballs in group, enter eternal
loop in our code now. This is a non-supported case... metaball code doesn't
support recursions. Added a provision in code to catch this case, and print
an error in console to denote this.
2009-05-14 09:32:47 +00:00
Campbell Barton
d257586fe6 BGE Py API
scene.active_camera can now be set so you can more easily set the current camera from python scripts without using an actuator.
ConvertPythonToCamera utility function to get a camera from a python string or KX_Camera type.
2009-05-14 07:59:44 +00:00
Campbell Barton
d2cff7307d [#18685] dark pixels created when during texture "full baking"
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
2009-05-14 02:21:50 +00:00
Campbell Barton
5f78efe19c print warnings when python attributes and methods conflict with game properties. 2009-05-14 00:10:25 +00:00
Campbell Barton
240aa6d34d * More updates to game engine type docs from Roelf de Kock
* FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem.
Also improved keyframe removal to work on animation curves an angle
2009-05-13 22:52:31 +00:00
Benoit Bolsee
c7519789b8 BGE: 1-liner patch to put the Always sensor in non pulse mode by default. I've seen enough games with Always sensors in pulse mode while they should not; this patch should prevent this common mistake. 2009-05-13 17:02:39 +00:00
Benoit Bolsee
f5bacc6c8a BGE API cleanup: motion actuator. Apply patch from Moguri. 2009-05-13 16:48:33 +00:00
Ken Hughes
77f321d15f Python API
----------
Fix problem with ShrinkWrap PROJECT_OVER_NORMAL setting.
2009-05-13 15:41:33 +00:00
Campbell Barton
df1879783a use epy deprecated field and link to attributes 2009-05-13 12:26:54 +00:00
Campbell Barton
24f326fb01 Moved game engine types into GameTypes.py because every type put into a module giving lots of references to KX_GameObject.KX_GameObject and having to write in links like L{CListValue<CListValue.CListValue>}.
Looked into ways around this but epydoc has no way to import a class without its module and the @include field is maked as 'TODO'.

Also removed the outdated 'WhatsNew' section and linked to the 2.49 release notes.
2009-05-13 10:15:19 +00:00
Benoit Bolsee
82b4975ccf BGE #18732: Python Light options don't work with GLSL materials. Commited patch from dfelinto and moguri, thanks for the good work. 2009-05-13 06:42:15 +00:00
Andre Susano Pinto
02ca0c6f75 I think this fix the black dots problem
(ZanQdo machine is just faster than mine.. so he will test :) )
2009-05-13 02:01:04 +00:00
Andre Susano Pinto
da0c45e7eb Renamed exported functions from render to have the RE_ prefix
RayObject_* => RE_rayobject_*
2009-05-13 01:56:03 +00:00
Martin Poirier
9147124ac2 Mixed declaration and code. That should teach me to ignore warnings. 2009-05-12 23:53:55 +00:00
Martin Poirier
f790744faf Fix crash when missing int argument for -s -e and -j. 2009-05-12 23:41:46 +00:00
Campbell Barton
a70440d918 [#18735] Particle vertex group API for Python
from Alberto Santos (dnakhain)

Changed "None" to "" for returning an unset vertex group.
"" is a valid name for a vertex group this is asking for trouble.
2009-05-12 21:41:04 +00:00
Campbell Barton
3c0f6b65fb [#18711] Particle render API for Python
from Alberto Santos (dnakhain)
2009-05-12 21:27:01 +00:00
Campbell Barton
7d923df2bf [#18728] Particle (newtonian) physics API for Python
patch from Alberto Santos (dnakhain)
2009-05-12 21:13:29 +00:00
Benoit Bolsee
5a0de728b0 BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost. 2009-05-12 19:48:18 +00:00
Campbell Barton
705764fe05 Fix face occlusion for projection paint, (was broken for all RC's but nobody noticed)
Its still not working right in perspective mode.
For bleed use a faster method then Barycentric weights function since the point is always on the edge.

last commit with memset in readfile.c missed one var.
2009-05-12 16:20:23 +00:00
Campbell Barton
b6fa9afccb [#13726] Segfault with (Re)Appending objects
fix this by freeing the lib-file-data after linking or appending, re-appending will be slower now
(as slow as appending for the first time).

Not strictly needed, set the memory for bhead's to zero in readfile.c since comparisons are done later on with this data making valgrind complain.

Added some missing headers too.
2009-05-12 15:28:07 +00:00
Joshua Leung
5e0d2c896e Graph Editor Bugfix: Drivers for Materials now get shown 2009-05-12 11:36:33 +00:00
Benoit Bolsee
732c3ee66f BGE bug #18596: No ipo dynamics is 2.49rc1. 2009-05-11 23:05:13 +00:00
Ken Hughes
75b7bcab77 Python API
----------
Patch by Jean-michel Soler (jms) to support ShrinkWrap and SimpleDeform 
modifiers.
2009-05-11 22:27:06 +00:00
Campbell Barton
b75268d412 problem with unloading modules, py modules would be refreshed but external modules that were pyc or pyo's would be kept.
This made it not refresh the module when taking an external BGE Module and making it internal because the external pyc would never be freed so the internal text wouldn't get used until restarting blender.
2009-05-11 22:17:58 +00:00
Benoit Bolsee
24906dc962 BGE #18724: Modifier cause crash in 2.49RC2. My bad, I was too quick to fix the soft body problem in revision 20119. This time I tested against modifiers, soft body, armatures and replace mesh. 2009-05-11 22:07:30 +00:00
Campbell Barton
e847bcf784 BGE Doc updates thanks to Roelf de Kock
--- Notes from Roelf, maybe some other BGE devs could help resolve these
Here is what I have so far. I've left "TODO's" were there needs to be some more comments.

The following things also need to be resolved:

-KX_VehicleWrapper.getWheelOrientationQuaternion looks like it should return a quaternion but if I look at the code it looks like it returns a rotation matrix.

-I still need to find out what exactly KX_VehicleWrapper.getWheelRotation is. I've got the return type but I would like to add some explanation for what it actualy means (and units if any).

-BL_Shader.setNumberOfPasses ignores the parameter but from the comment in the code it looks like the parameter that is being set (it is harcoded to be =1) in setNumberOfPasses is not used. So I'm not sure if this method should be documented at all.
2009-05-11 21:35:38 +00:00
Janne Karhu
0aeaf08242 Ugh, yet another try to fix [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render.
Hopefully it's now fixed for good.
2009-05-11 19:19:36 +00:00
Thomas Dinges
f487a96302 2.5:
* Added empty buttons
* Added missing empty notifiers
2009-05-11 17:34:31 +00:00
Ken Hughes
c24a81a293 Remove incorrect "w" attribute from Eulers, gave warning in epydocs. 2009-05-11 16:57:54 +00:00
Diego Borghetti
0c6ec76a4c Fix Makefiles for gameengine. 2009-05-11 15:34:46 +00:00
Andre Susano Pinto
f5566daa89 Added neighbour test on detected ray hit 2009-05-11 13:56:45 +00:00
Benoit Bolsee
ee1c29028d BGE: Add MT_Vector3 support for Py attribute macro system. See KX_PYATTRIBUTE_VECTOR_... 2009-05-11 12:41:48 +00:00
Brecht Van Lommel
99849b659d Fix for bug #18683: GLSL refresh issue when adding lamp. There's still
cases where this goes wrong, as noted in the release logs, this is just
a temporary fix, in 2.5 can solve it properly with notifiers.
2009-05-11 12:06:53 +00:00
Joshua Leung
69fca66a81 Graph Editor Bugfix: 'HomeKey' (View All) wasn't correctly calculating y-extents
It was only using the y-extents of the last F-Curve it encountered
2009-05-11 11:51:30 +00:00
Joshua Leung
1a76f8a9f3 F-Curve Colouring: Attempt at a new auto-algorithm
This new algorithm groups F-Curves into groups of 3-4 with similar colours, since triplets of related settings are more likely to be encountered. 

The colours get darker down the list. Blocks of related F-Curves will alternate between being boldly and weakly shaded.

I've left the old method still there but commented out. This new method could still be improved, as some of the colours chosen don't really stand out that well IMO. 

Testing and suggestions welcome as always :)
2009-05-11 11:41:08 +00:00
Thomas Dinges
02c81ff540 2.5 RNA: Curve
* Changed the font align booleans into 1 enum.
2009-05-11 11:31:10 +00:00
Campbell Barton
9f012ead0c made the material button use the active objects material 2009-05-11 08:40:50 +00:00
Joshua Leung
f1e89051c7 2.5 - Restored 'Render Anim' button!
After quite a bit of searching, I finally found where the various UI functions were wrapped for use in Py Layouts. 

For the reference of others, check out editors/interface/interface_api.c
2009-05-11 06:55:11 +00:00
Joshua Leung
2ed242656a 2.5 - RNA Bugfix 2 (for Keyframing):
Now properties in nested structs should be able to be keyframed (i.e. AO in World, and SSS in Materials). Added an extra method to RNA for this to work.
2009-05-11 05:18:49 +00:00
Joshua Leung
8e3356793a 2.5
* Broke compiling on previous fix...
* Starting fix for nestled structs...
2009-05-11 02:26:18 +00:00
Joshua Leung
5c96cd0319 RNA Bugfix: (Brecht, please check over these fixes...)
Fixed one of the causes of keyframes not being able to be inserted. For ID-types where inheritence of the basic wrapping of the struct (i.e. for Lamp blocks, shadow and other lamp-type specific settings were only defined in subclasses of the Lamp struct), the RNA_id_pointer_create() function now performs additional refinement of the PointerRNA so that the pointer will be resolved correctly to allow access to these settings.

The other case which is unresolved for now is nestled structs. The RNA_path_from_ID_to_property() needs modification for this, but dunno how yet.
2009-05-11 02:07:40 +00:00
Andre Susano Pinto
562740322f svn merge -r 20018:20133 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-05-10 22:51:49 +00:00
Campbell Barton
9cc61dd9c8 use the same sequence mapping types as CListValue, hopefully this means it will build on different python versions 2009-05-10 22:33:21 +00:00
Benoit Bolsee
a417334026 Linux compilation problem 2009-05-10 22:06:11 +00:00
Benoit Bolsee
89c2d80d32 Linux compilation problem, better fix 2009-05-10 21:30:30 +00:00
Campbell Barton
a6721e549d changes to get benoits logic updates building on scons with gcc 2009-05-10 21:22:25 +00:00
Andre Susano Pinto
a5ede43320 *new generic raytrace API
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)

On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage
2009-05-10 21:02:58 +00:00
Benoit Bolsee
386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00