Mitchell Stokes
ceabc6d119
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-05 05:22:02 +00:00
Mitchell Stokes
e66b778fd6
BGE Animations: Updating some copy+pasted license blocks.
2011-07-04 21:21:49 +00:00
Mitchell Stokes
1b7ebd3857
BGE Animations: Adding preliminary support for blend shape actions on different layers. This, and shape action blending in general still require more work though.
2011-07-04 21:19:11 +00:00
Mitchell Stokes
46d12b480e
BGE Animations: Making the action actuator's loop end play mode work better.
2011-07-03 02:57:50 +00:00
Mitchell Stokes
5d7921691b
BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator.
2011-07-03 02:51:14 +00:00
Mitchell Stokes
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
Mitchell Stokes
b4b26b735c
BGE Animations: Fixing a bug where an action actuator could update a frame property when it wasn't active.
2011-06-30 20:08:05 +00:00
Mitchell Stokes
12596969af
BGE Animations: Shape drivers are now working again.
2011-06-30 19:33:13 +00:00
Mitchell Stokes
b85e0c3e85
BGE Animations: Moving the BL_Action::IsDone() implementation from the header file to the source file.
2011-06-29 02:45:08 +00:00
Mitchell Stokes
3afe0e9c88
BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
2011-06-29 02:42:46 +00:00
Mitchell Stokes
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
Mitchell Stokes
de3c95a09c
BGE Animations: Adding blendin for Shape Actions.
2011-06-29 01:05:12 +00:00
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
0fbca841ef
BGE Animations: Making the play modes for the Acton Actuator behave more like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to.
2011-06-23 22:00:54 +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
Mitchell Stokes
2d2aa95227
BGE Animations: Making shape actions work again:
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* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
* BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
* I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
2011-06-23 19:09:09 +00:00
Joerg Mueller
413bc87e4f
Merge with trunk r37757.
2011-06-23 17:30:56 +00:00
Campbell Barton
bb3742fe91
correction to recent commit & made ffmpeg includes only add when enabled.
2011-06-23 15:58:41 +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:
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- 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
968b2a8afb
rename cmake include/libraries to conform with suggested cmake names
2011-06-18 14:12:54 +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:
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GameEngine Python access sound actuator's sound (with setting! :-D).
2011-06-16 09:13:29 +00:00
Mitchell Stokes
65af1dcecd
BGE Animations: Making sure the Action Actuator has a valid action before attempting to play.
2011-06-16 01:59:50 +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
1c0a6c6468
Blenderplayer: Setting G.main to NULL after it's freed to avoid issues later with GPU_free_images()
2011-06-15 23:43:02 +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
Campbell Barton
08c155845d
remove unused arguments
2011-06-15 14:06:25 +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
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##########
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
Brecht Van Lommel
e8eefbf757
Fix #27635 : GLSL filter uniform variable not set for group instance.
...
The problem was that SCA_2DFilterActuator was defining and using a
variable called "m_gameObj", when it should be using "m_gameobj" as
defined by SCA_ILogicBrick. The way it was, reparenting did only half
the work required to duplicate the actuator.
Patch by Alex Fraser, thanks!
2011-06-13 11:36:25 +00:00
Campbell Barton
3d7dc49e3e
warning fix for gcc
2011-06-11 15:37:16 +00:00
Mitchell Stokes
8e85491ab7
BGE Animations: Adding a layer option to Action actuators.
2011-06-11 01:03:03 +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:
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* 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
Campbell Barton
c8a654c41c
add includes for windows.
2011-06-09 18:28:58 +00:00
Campbell Barton
15d0d3f41e
replace log() calls with constants
2011-06-09 14:27:51 +00:00
Dalai Felinto
40c171a69f
fix of fix :| [real fix for #36787 -- it was wrongly fixed on #36964 ]
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I guess I tested the fix outside the camera view (which always worked). duhhh
Working now.
2011-06-08 09:01:41 +00:00
Mitchell Stokes
b9abe6211f
BGE Animations: Removing some redundant pose copies from BL_Action.
2011-06-06 23:35:24 +00:00
Mitchell Stokes
e18bea1cfc
BGE Animations: Getting the Frame Property option of the Action Actuator working again.
2011-06-06 06:31:42 +00:00
Joerg Mueller
cd04cff180
Merge with trunk revision 37149.
2011-06-03 23:24:01 +00:00
Joerg Mueller
60f5b51484
Fix for [ #27562 ] audaspace not playing files in blenderplayer
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blenderplayer wasn't initialising ffmpeg
This might also fix [#27558 ] GE Sound works in Blender but not in runtimes
2011-06-02 23:25:38 +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