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.
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.
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.
* 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.
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.
* 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.
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.
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.
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.
* 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.
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.
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.
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.
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.
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)
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