Commit Graph

13112 Commits

Author SHA1 Message Date
Daniel Genrich
e409c2463d WIP commit to introduce channels 2008-07-07 14:36:33 +00:00
Daniel Genrich
d3745d70a5 Another addition of time values, yet some things to follow 2008-07-07 09:23:12 +00:00
Daniel Genrich
7bbf88d602 Added 4 gui elements to structs, another 2-3 will follow; Unsolved problems: simulation and control time desync 2008-07-06 21:55:03 +00:00
Daniel Genrich
b3303c98b1 Another fluid type 'control' added and introduced to elbeem, still some issues to solve but with 1 change in fluidsim.c it kind of works already (hint for me - disabled for other people so they don't complain) 2008-07-06 18:19:42 +00:00
Daniel Genrich
baa1001b47 Initial GUI implementation, yet not functional 2008-07-04 15:23:21 +00:00
Daniel Genrich
2b3df6ea63 svn merge -r 14676:15409 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-07-02 21:55:25 +00:00
Willian Padovani Germano
424141f44d == Python, GE & Threads ==
Martin Sell (thanks!) reported that threading via scripts was not working in the game engine with Blender 2.46 and later. My fault, to make pynodes work properly with threads > 1 I disabled Python's "check interval", preventing threads created via scripts from receiving time to run.

Now only during rendering check interval is disabled (set to max int). Still experimental, I added the calls in BPY_do_all_scripts, since it's called in BIF_do_render, but will probably move the code to its own function after more testing & feedback.
2008-07-02 21:01:59 +00:00
Daniel Genrich
8ca128414d Cloth collisions: Reorganized collision system to be more flexible for other parts of blender, so it can be more easily reused. Also slowed down friction impulse. 2008-07-02 20:28:49 +00:00
Campbell Barton
b0958b6646 Checked all cases where PyArg_ParseTuple is used in blenders game engine and made sure all will raise errors when called with invalid args. 2008-07-01 16:43:46 +00:00
Campbell Barton
bc8364fef0 bugfix, ActionActuator was missing many checks for PyArg_ParseTuple failing.
This meant an error in a script could be reported in a different line or script file which makes it quite hard to trace the problem. There were also places where invalid pointers could be used because of this.
The whole game engine pyapi probably needs to have these checks added.
2008-07-01 13:21:37 +00:00
Campbell Barton
06ee2ed60e let the logic buttons operate on objects in different scenes. They would already display but pressing the buttons did nothing.
This is useful when using 1 scene for a character and another for a test level, so the character logic can be edited without switching scenes.
2008-07-01 06:44:34 +00:00
Campbell Barton
96152f8409 track to would crash (with a C++ assert) if the source and target are in the same location, which I have had happen a few times while testing. 2008-07-01 05:16:08 +00:00
Daniel Genrich
90c2c29058 Fix for python APi error - (Campbell: please check :) ) -- using myLamp.setType(Area) resulted in 'TypeError: expected int argument in [0,5]' (reported in IRC by Djoef) 2008-06-30 15:02:22 +00:00
Daniel Genrich
5b15a610ee Fix crash in python API (Campbell: please check :) ) -- using myLamp.setType(number) crashed blender (reported in IRC by Djoef) 2008-06-30 14:44:12 +00:00
Campbell Barton
6a3e8e7fff BGE python api addition, GameObject get/setState and Controller.getState()
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-29 21:52:23 +00:00
Brecht Van Lommel
ab7794392e Fix for bug #7753: after game engine drawing with vertex arrays,
nurbs/curves/text dissappears.

This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
2008-06-29 21:51:27 +00:00
Brecht Van Lommel
6d7a43dd54 Fix for bug #13757: camera lens minimum value for ipo's was
different than the button.
2008-06-29 21:06:18 +00:00
Brecht Van Lommel
d5f4b3620f Fix for bug #8680: GameLogic.getRandomFloat() returns very small
values on 64 bit, instead of range 0..1. Also a warning fix.
2008-06-29 20:53:17 +00:00
Peter Schlaile
4b59a4bea0 == FFMPEG / ImBuf ==
Fixed deinterlacing (inplace deinterlacing didn't work out properly...).

[#14672] Sequencer: deinterlace filter artifacts
2008-06-29 15:11:35 +00:00
Jean-Luc Peurière
bdcffe35b9 NDOF bugfixes 14402 & 14403 by ettore Pasquini 2008-06-29 12:53:42 +00:00
Jean-Luc Peurière
7056d63f41 adding explicit cast to get things compiling 2008-06-29 12:25:15 +00:00
Joshua Leung
13e4ae1542 Action Editor - Group drawing tweaks:
* When all the action-channels for a group are hidden (i.e. their related bones are not visible), the group in question is also not drawn. This helps reduce clutter. (slikdigit funboard request)

* When a group has no channels belonging to it, the expand icon/button isn't drawn for that group.
2008-06-29 05:52:11 +00:00
Joshua Leung
e27d635e18 Added autokey call for Flip Quats tool (Alt-F in PoseMode) 2008-06-29 03:58:46 +00:00
Hamed Zaghaghi
b98e53b8ac BGE , fix an compile error 2008-06-28 14:19:25 +00:00
Hamed Zaghaghi
1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +00:00
Campbell Barton
f9ae102afd bugfix, txt_to_buf would crash on an empty text file.
Also checked all other uses of text->lines.first to make sure the assumption isn't made elsewhere.
Added 2 more checks for text->lines.first when converting text buffer to objects.
2008-06-27 23:01:33 +00:00
Campbell Barton
f0a3cbcdac patch [#15865] BGE API call to delete objects
from Dalai Felinto (dfelinto) 
renamed deleteObject to endObject() to match the user interface.
2008-06-27 11:35:55 +00:00
Juho Vepsalainen
a8f00246ba Fix for bug [#13651] Convertor->Math->Divide broken
Changed the if statement to catch zero case properly.
2008-06-26 17:08:07 +00:00
Kent Mein
cef2867fef Make it so it accepts blah.tiff as a filename not just blah.tif
This is for bug [#15132] When saving a render .tif is appended to the saved 
	file even if the name contains .tiff

Kent
2008-06-26 16:42:20 +00:00
Campbell Barton
11cdc2a002 Python API/Game engine fixes, dosn't affect 2.47
* Action FrameProp was checking if the string was true, not that it contained any text.
* Added GameObject.getVisible() since there is already a getVisible
* Added GameObject.getPropertyNames() Needed in apricot so Franky can collect and throw items in the level without having the names defined elsewhere or modifying his game logic which is stored in a separate blend file.
2008-06-26 12:39:06 +00:00
Campbell Barton
ac25593479 int toggle button function was being used on a short, remove warnings in buttons_logic.c too 2008-06-25 16:15:57 +00:00
Campbell Barton
84c4e89eba Commented out face transp changing when switching images, this is more annoying then helpful.
Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix()
Edited "Collision" button since ray-sensor also uses collision.
2008-06-25 16:09:29 +00:00
Benoit Bolsee
c353af4d3a BGE patch 15044 approved: Edit Object Dynamics Actuator.
Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
2008-06-25 14:09:15 +00:00
Campbell Barton
7ba2389932 added r/w access to nurb curves orderU for migius 2008-06-25 13:21:38 +00:00
Benoit Bolsee
820c2df12c BGE patch: Add automatic support for armature driven shape keys.
To take advantage of this feature, you must have a mesh with 
relative shape keys and shape Ipo curves with drivers referring
to bones of the mesh's parent armature. 
The BGE will automatically detect the dependency between the 
shape keys and the armature and execute the Ipo drivers during
the rendering of the armature actions.
This technique is used to make the armature action more natural: 
the shape keys compensate in places where the armature deformation 
is uggly and the drivers make sure that the shape correction
is synchronized with the bone position.

Note: This is not compatible with shape actions; BLender does 
not allow to have Shape Ipo Curves and Shape actions at the same
time.
2008-06-24 22:19:00 +00:00
Benoit Bolsee
4d478cbe86 BGE patch: remove Shape key driver code from previous commit 2008-06-24 21:39:45 +00:00
Benoit Bolsee
15c105c157 BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator:

damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full 
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.

clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified 
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field: 
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
2008-06-24 19:37:43 +00:00
Campbell Barton
533539901b Artists complaining about these popups
* Nothing indicated - is not helpful, and very annoying with occluded geometry with high poly meshes, sometimes the selection doesn't work 100% of the time and the menu pops up over what you want to select.
* No (correct) camera error doesn't seem to be needed, has been there since rev 2.
2008-06-24 09:49:29 +00:00
Benoit Bolsee
02132de7aa BGE patch: Add NAND, NOR, XOR, XNOR controllers.
NAND controller is an inverted AND controller: the output is 
     1 if any of the input is 0.
NOR  controller is an inverted OR controller: the output is 0
     if any of the input is 1.
XOR  controller is an exclusive OR: the output is 1 if and only
     if one input is 1 and all the other inputs are 0.
XNOR controller is an inverted XOR: the output is 0 if and only
     if one input is 0 and all the other inputs are 0.
The NAND, NORT and XNOR controllers are very usefull to create
complementary outputs to start and stop actuators synchronously.
MSCV project files updated.
2008-06-23 20:41:18 +00:00
Benoit Bolsee
10c57fd86e BGE bug fix: action constraints were not correctly copied from Blender to BGE local copy, only the first one was copied 2008-06-23 20:29:32 +00:00
Benoit Bolsee
67c0b32375 BGE patch: Add level option on sensor and fix sensor reset.
Level option is now available on all sensors but is only implemented on 
mouse and keyboard sensors. The purpose of that option is to make
the sensor react on level rather than edge by default. It's only
applicable to state engine system when there is a state transition:
the sensor will generate a pulse if the condition is met from the
start of the state. Normally, the keyboard sensor generate a pulse
only when the key is pressed and not when the key is already pressed.
This patch allows to select this behavior.
The second part of the patch corrects the reset method for sensors
with inverted output.
2008-06-23 20:26:48 +00:00
Campbell Barton
8b9503e0ec bugfix [#14796] -t <threads> command line switch doesn't work unless FIXED_THREADS has previously been turned on
Command line threads now override blendfile setting in background mode.
Command line Threads greater then 8 are now clamped.
2008-06-23 16:47:15 +00:00
Benoit Bolsee
75e22a1917 BGE patch #14386: Action Actuator Current Frame Prop. This patch is very usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results 2008-06-23 15:32:44 +00:00
Joseph Eagar
cb6fd8927c An initializer line was missing from the beginning of a loop, causing crashes. 2008-06-23 07:59:26 +00:00
Campbell Barton
fcc377e204 [#13635] DirectX8Exporter with vertex colors
patch from Masaru Nemoto (mnemoto) 

Made some modifications to the patch, use reduce() to get total face verts and some speedup for face vcol looping, also don't write vcol alpha since its used by brushes internally and has no useful meaning.
2008-06-23 00:21:49 +00:00
Martin Poirier
7a55f52b1b Transform Snapping
Snap to edges and vertice without have to go through faces.

This means you can import floor plans and use the edges as snapping guides and other sort of fun things.

The bounding box test still needs padding though.
2008-06-22 23:21:29 +00:00
Martin Poirier
b22d3e615d Moving Line to Line intersection into arithb 2008-06-22 23:07:42 +00:00
Campbell Barton
484ac5ea1a [#14405] New python Script - Bake Constraints
AGAIN PLEAST USE TABS, lost quite some time with mixed tab/space adjustments alone.
Other then that, patch is very useful ;)

---Text from patch submission --- 
Using a slightly revised BPy_Armature, this script takes any non-armature object type and creates an Action that keys
the object location (by default, for every frame). If it is an Armature, it goes into each bone and keys the locrot
of the bone. You can now edit the armature, but the motions still rotate the bones. This enables the next step, re-targeting,
which changes bone lengths to fit a mesh. High-level, we are working toward:

1. import mocap (bvh or c3d)
2. bake to make an action library (using this script)
3. re-target and use the actions to drive/deform any character mesh (theeth)
2008-06-22 22:46:02 +00:00
Campbell Barton
9035253493 [#14392] C3D Import
c3d importer for motion capture data
This could do with some improvements but for now its acceptable.
- Note, could people please not mix tabs and spaces.


-Text copied from the patch submission-
The c3d_import with 2.46 was able to import a mocap cloud for some c3d files. I have improved it:
Version History:
 0.4: PERIN Released under Blender Artistic Licence
 0.5: WICKES used marker names, fixed 2.45 depricated call
 0.6: WICKES creates armature for each subject
 0.7: WICKES constrains armature to follow the empties (markers). Verified for shake hands s
 0.8: WICKES resolved DEC support issue

see also http://wiki.blender.org/index.php/Tutorials%5CMoCap-Section_3 for how this program gets the mocap data into
Blender and creates an armature, like the BVH script does.

I'd like someone to test and verify, and if accepted, replace the current c3d_import.py

--- See patch url for example files http://projects.blender.org/tracker/index.php?func=detail&aid=14392&group_id=9&atid=127
2008-06-22 21:48:02 +00:00
Peter Schlaile
d229db61e9 == Sequencer ==
Renamed Filter-Y to De-Interlace and moved F-Key to D-Key.
(Also added file reload on D-Key)
2008-06-22 20:59:29 +00:00