Mitchell Stokes
5cc0bb0d1b
BGE Animations: The IPO conversion code relied on objects having an adt, but this isn't always the case. object->adt can be NULL, which causes a crash. Now BL_InterpolatorLists are cached by action instead of adt.
2011-08-07 04:57:23 +00:00
Mitchell Stokes
7e0049d27a
BGE Animations: Making the ping pong mode for action actuators behave more like trunk. The behavior is a lot closer, but there are still differences when interrupting a ping pong action. I'm still trying to decide if these are acceptable differences as they don't look all that simple to fix.
2011-08-06 00:35:16 +00:00
Campbell Barton
aa1477cce1
https://svn.blender.org/svnroot/bf-blender/trunk/blender , in sync with trunk now
2011-08-05 08:28:03 +00:00
Campbell Barton
5c26223106
svn merge -r38804:38971 https://svn.blender.org/svnroot/bf-blender/trunk/blender , manual merge of source/blender/editors/transform/transform.c
2011-08-05 08:02:04 +00:00
Campbell Barton
f77af0a8ce
change BLO_library_append_begin to take a main argument rather then a context, means the BGE doesnt need to make a new empty context just to pass as an arg.
...
added doxygen description too.
this quiets the print when the BGE does linking.
2011-08-05 05:26:19 +00:00
Joerg Mueller
4e8e502c02
Merging trunk up to r38932.
2011-08-02 12:16:06 +00:00
Mitchell Stokes
03c1585e3a
BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information).
2011-08-01 23:02:10 +00:00
Dalai Felinto
5b3bb37343
reverting part of #38876 (whitespace edits)
...
the new if/else nesting introduced in the previous commit makes no sense.
(since I was here I add a comment for extrainfo and did some small cleanup)
2011-07-31 11:21:48 +00:00
Campbell Barton
c7a1a19153
whitespace edits, had odd space/tab mix
2011-07-31 07:54:24 +00:00
Campbell Barton
c19e88ac26
fix for building without bullet
2011-07-31 07:45:54 +00:00
Dalai Felinto
dfc661565a
patch [ #27909 ] Added constants in bge.constraints by Solano Felicio (solano) + some changes in rst
...
I named all the BGE modules with their actual names (e.g. Rasterizer, Video Texture, ...). so in the API index.html page they look more like the other Blender modules.
I did the same for the bgl module.
For bge.constraints this patch exposes the constants values for debug mode and createConstraints (they were hardcoded innts before).
+ making all the "todo" and #comments into rst comments (.. comments)
Thanks Solano, it's great to get help to those tasks :)
2011-07-30 23:16:22 +00:00
Mitchell Stokes
d3edf274b0
BGE Animations: This should solve the issue with NULL not being defined in BL_ActionManager.cpp
2011-07-30 17:27:54 +00:00
Mitchell Stokes
387439390d
BGE Animations: Fixing some warnings from GCC about initialization order.
2011-07-29 21:58:31 +00:00
Joerg Mueller
29f214f7f3
Merging up to trunk r38834.
2011-07-29 21:28:18 +00:00
Xiao Xiangquan
287b24926f
merge with trunk r38787
2011-07-29 17:42:53 +00:00
Mitchell Stokes
e4a512351d
BGE Animations: Save the deform number to pose channel map created by BL_SkinDeformer::BGEDeformVerts() so it isn't recreated on every update. This gives minor speed ups, but I mostly did it because I thought it was a little cleaner this way.
2011-07-29 01:59:36 +00:00
Mitchell Stokes
eb7b1f0c58
This allows the game engine to build again, but I'm not sure if it's the best approach. Aligorith: feel free to revert this if there is a better solution.
2011-07-28 15:07:32 +00:00
Mitchell Stokes
1f65b3b1a8
BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
2011-07-26 06:10:05 +00:00
Campbell Barton
42b87af8a7
svn merge -r38600:38700 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-26 04:31:59 +00:00
Campbell Barton
6d5080783e
svn merge -r38500:38600 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-26 04:17:15 +00:00
Campbell Barton
fc95382a97
svn merge -r38400:38500 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-26 03:55:23 +00:00
Campbell Barton
794f3291fe
svn merge -r38200:38300 https://svn.blender.org/svnroot/bf-blender/trunk/blender , source/blender/gpu/intern/gpu_buffers.c updated from trunk and re-made edits to use getTessFace* functions.
2011-07-26 03:00:55 +00:00
Campbell Barton
cadfac5a0f
svn merge -r38000:38200 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-25 17:51:30 +00:00
Brecht Van Lommel
62415cab05
Fix #28014 : joystick sensor not working. Broke this with an earlier commit
...
trying to fix blenderplayer startup warnings. It seems we do need to init
the SDL video subsystem even if we only want events, thanks Juha Maki-Kanto
for pointing this out.
2011-07-25 15:44:41 +00:00
Dalai Felinto
fee1594a65
BGE BugFix for: [ #23874 ] Custom projection matrix doesn't work in custom viewport
...
This was never highly tested, that's why I never committed (my patch for this was from September 2010).
But once again I got a report that this bug was a deal-break and the patch seems to work for this artist.
I believe it's working, but I will keep my eyes open for this.
2011-07-25 15:37:55 +00:00
Campbell Barton
6199276053
svn merge -r37800:37900 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-25 14:54:29 +00:00
Campbell Barton
2dc6b8f835
svn merge -r37700:37800 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-25 14:34:36 +00:00
Campbell Barton
a7815053ef
svn merge -r37600:37700 https://svn.blender.org/svnroot/bf-blender/trunk/blender
...
manually merged source/blender/editors/uvedit/uvedit_unwrap_ops.c
2011-07-25 12:59:54 +00:00
Campbell Barton
b709b52f46
svn merge -r37500:37600 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-24 13:21:54 +00:00
Campbell Barton
97d0846d2c
svn merge -r37335:37500 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-07-24 13:03:48 +00:00
Joerg Mueller
682cc63161
Merging with trunk up to r38631.
2011-07-23 16:34:30 +00:00
Joerg Mueller
1193be6eaa
3D Audio GSoC:
...
* Reviewed and improved the linear resampler. Now it should work pretty good also for special cases that caused errors previously.
* Fixed a crash in the GE when a sound actuator doesn't have a sound assigned.
* Corrected the OpenAL device's threading code. This is a bugfix for #27913 , thanks to Juha Mäki-Kanto for helping to resolve this.
2011-07-23 15:59:10 +00:00
Campbell Barton
382050501d
remove duplicate function for printing the current file:line of a python script in the BGE.
2011-07-22 11:21:01 +00:00
Joerg Mueller
4532bd731d
Merge with trunk up to r38584.
2011-07-21 21:11:58 +00:00
Mitchell Stokes
abb3f8c80b
BGE Animations: Fixing a crash with "IPO" animations on an object with modifiers.
2011-07-20 06:20:49 +00:00
Mitchell Stokes
71eda5ca4d
BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor.
2011-07-20 06:09:41 +00:00
Dalai Felinto
f2e055f4a4
bugfix: [ #27348 ] blenderplayer showing a different viewport size in 2.57b
...
I believe this bug was there since we (me) moved the game settings to scene->gm
Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic)
we were already using it for videotexture so I don't know why we were not here.
Tested in OSX, but it should be working in all OSs.
2011-07-19 01:41:45 +00:00
Mitchell Stokes
7e72356b8d
BGE Animations: Allow the Copy Transform constraint to work with external targets in the game engine.
2011-07-17 20:06:50 +00:00
Campbell Barton
5792bd7cc7
cmake: cleanup include paths, some duplicates and going up some unneeded dirs.
2011-07-17 09:11:13 +00:00
Campbell Barton
410c5e3cd2
cmake source definitions:
...
remove missing includes and use more strict formatting.
2011-07-16 23:01:14 +00:00
Mitchell Stokes
c9c51776ee
BGE Animations: Some updates to the Python api:
...
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
* Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
* Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
* Fixed a few newline issues.
2011-07-16 05:25:15 +00:00
Campbell Barton
3a6158a8bf
move mathutils into its own lib.
2011-07-15 04:01:47 +00:00
Xiao Xiangquan
fa46278e34
merge from trunk 38379
2011-07-14 17:29:53 +00:00
Mitchell Stokes
ad08de4c2a
BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more.
2011-07-14 07:03:33 +00:00
Joerg Mueller
d9cf985730
Merging trunk up to r38329.
2011-07-12 13:09:22 +00:00
Campbell Barton
7370ba1839
fix for NULL pointer usages
2011-07-09 19:59:32 +00:00
Mitchell Stokes
a79fefee8c
BGE Animations: Adding constants for the action play modes to bge.logic:
...
* KX_ACTION_MODE_PLAY
* KX_ACTION_MODE_LOOP
* KX_ACTION_MODE_PING_PONG
2011-07-08 07:32:45 +00:00
Mitchell Stokes
5a0f3690d0
BGE Animations: Fixing a crash when animating non-armature objects that didn't have shape keys.
2011-07-08 07:31:40 +00:00
Joerg Mueller
c57ac39f7f
Merging trunk up to r38193.
2011-07-07 16:34:19 +00:00
Nathan Letwory
5e6abb8004
Fix compile with scons, after thread commit in r38185
2011-07-07 13:57:20 +00:00