Commit Graph

11364 Commits

Author SHA1 Message Date
Benoit Bolsee
e912ca9331 BGE bug #17491 fixed: BGE, Dupli instance with different scale, massive slowdown.
The root cause of this bug is the fact that Bullet shapes 
are shared between duplicated game objects. As the physics
object scale is stored in the shape, all duplicas must 
have the same scale otherwise the physics representation
is incorrect.
This fix introduces a mechanism to duplicate shapes at
runtime so that Bullet shapes are not shared anymore.
The drawback is an increased memory consuption. 
A reference count mechanism will be introduced in a 
later revision to keep Bullet shape shared between
duplicas that have the same scale.
2008-08-21 15:19:54 +00:00
Campbell Barton
7608dcfc51 GameLogic.globalDict blenderplayer now keeps settings when loading new blend files.
workaround for python stopping and starting by storing the dictionary as marshal'd data. this means only python types are supported.
This feature is needed so when switching from a menu to a level blendfile, the configuration isnt lost.
2008-08-20 06:11:11 +00:00
Diego Borghetti
b23f3f62c2 Ipo Handle vertex have own color and size (Venom request).
Now the vertex of the ipo handle have own color and
size, can be change from Theme -> Ipo Curve Editor:
	Handle Vertex		-	(Default Color)
	Handle Vertex Select	-	(Selected Color)
	Handle Size		-	(Point size, for vertex)

Add subverion so by default the handler have the same
settings that the ipo vertex options.
2008-08-19 14:39:11 +00:00
Campbell Barton
812583f1fa Added GameLogic.globalDict, this is a place where data can be stored even when new blend files are loaded. Using for apricot so frankie can go into levels in new blendfiles keeping his inventory, currently it dosnt work for the blenderplayer which stops python before loading new blend files. 2008-08-19 11:53:24 +00:00
Daniel Genrich
7f49f67352 Particles now got that force-hiding feature, too --> jahka: please take a look :) 2008-08-19 11:26:18 +00:00
Campbell Barton
a7f5109f23 BGE Blend file loading was using BLO_read_from_memory which meant relative linked libraries could not be found.
This is odd because BLO_read_from_file was commented out with """//this doesn't work anymore for relative paths, so use BLO_read_from_memory instead"""
Undoing Erwins changes from r7497, just use normal file loading. From the commit log its not clear if he means relative filenames or relative linked libs but from testing both work now.
2008-08-18 23:48:59 +00:00
Ken Hughes
deadd5ee01 Python API
----------
Add Material.enabledTextures attribute; this allows users to enable and
disable textures assigned to a material.
2008-08-18 22:39:55 +00:00
Daniel Genrich
17e4222230 Little tweaks so 0 wind results in 0 noise, also removed double-mass dependancy in cloth 2008-08-18 19:32:21 +00:00
Daniel Genrich
8562efe8a3 a) Forces can be hidden by deflector object now (need to talk with jahka about particle integration - should be copy-paste) see http://dldw.de/tmp/index.php?file=w2.blend (press play button in timeline and change the absorption value ob the cube) b) fixed deflector/collision bug with continues physics c) cloth wind/forces uses masses now d) even faster collision object gathering e) have fun ;) 2008-08-18 14:41:24 +00:00
Campbell Barton
410dbe9037 python get/set material function for 3d text 2008-08-18 12:40:31 +00:00
Brecht Van Lommel
5aecd230cb Fix for bug #17485: inter object sensor/controller/actuator links could
get lost in reading libraries. The pointers were being remapped in the
expand stage, but not all objects were guaranteed to be linked in at that
point, so they got lost. Now it always does this in the lib linking stage
for both regular and library objects.
2008-08-18 11:55:40 +00:00
Daniel Genrich
d5a890c078 a) New unified effector system by Janne (jahka) + Me (genscher): particle and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :) 2008-08-18 11:09:27 +00:00
Daniel Genrich
a84d346939 #2: Fixing compile errors on mingw/cygwin (reported by aligorith) 2008-08-18 10:48:37 +00:00
Daniel Genrich
f876fd66b4 Fixing compile errors on mingw/cygwin (reported by aligorith) 2008-08-18 10:37:15 +00:00
Campbell Barton
ff45582551 Added vec.reflect(mirror) method to Python Mathutils Vector type
also made sensor and actuator text areas a bit bigger so full names can be read.
2008-08-18 02:29:25 +00:00
Andre Susano Pinto
89a735e4f8 BVHTree fix (non 2.47)
It was building incorrect trees when there was only 1 leaf.
Code fixed to always generate a tree with at least 1 branch.. since most of bvh code relies on this.
2008-08-17 23:48:16 +00:00
Daniel Genrich
0c79804dbe another compile fix reported by ccherrett 2008-08-17 23:03:45 +00:00
Daniel Genrich
0db489b119 another compile fix reported by ccherrett 2008-08-17 22:58:00 +00:00
Benoit Bolsee
9f6109002b Fix compile problem in MSVC after Win64 patch 2008-08-17 22:28:30 +00:00
Daniel Genrich
904b97eee9 Win64: Another missing include only appearing with powerpc-apple-gcc-4.x (reported by daredemo/#blendercoders) 2008-08-17 19:58:13 +00:00
Daniel Genrich
0c5adb7504 Win64: compiles fine with scons with gcc now 2008-08-17 17:22:10 +00:00
Daniel Genrich
62845c3d52 Win64: forget include => this compile errors never showed up on msvc (if anyone wonders) 2008-08-17 17:16:49 +00:00
Daniel Genrich
1f46aaa547 Win64: forget include 2008-08-17 17:12:10 +00:00
Willian Padovani Germano
7fd701ab58 == BPython API ==
Bug: Draw.Number wasn't properly checking that the initial, min and max values passed to it were numbers. On errors Python would set an error flag that would only be caught later on, masking where the real problem was. Pesky bug...

Reported by André (jaguarandi) on irc, thanks!

PS for bpy devs: PyInt_AsLong returns -1 on error and sets the error flag. With functions like that we need to take special care or not that obvious bugs appear.
2008-08-17 17:11:51 +00:00
Daniel Genrich
f4d682dd2c Win64: forrget include 2008-08-17 17:11:00 +00:00
Daniel Genrich
fd0072e77c Win64: please check my changes if you ran across them ;) But should be fine since no additional crashes were reported! 2008-08-17 17:08:00 +00:00
Daniel Genrich
68765dc94b Win64 commit: first little commit to test how it compiles on other plattforms - I'll then commit the other changes if all is fine :) 2008-08-17 16:36:37 +00:00
Benoit Bolsee
fda00bc034 BGE patch: New Delay sensor (derived from patch #17472)
Introduction of a new Delay sensor that can be used to 
generate positive and negative triggers at precise time,
expressed in number of frames. 
The delay parameter defines the length of the initial 
OFF period. A positive trigger is generated at the end
of this period. The duration parameter defines the 
length of the ON period following the OFF period.
A negative trigger is generated at the end of the ON period. 
If duration is 0, the sensor stays ON and there is no 
negative trigger. 
The sensor runs the OFF-ON cycle once unless the repeat 
option is set: the OFF-ON cycle repeats indefinately 
(or the OFF cycle if duration is 0).

The new generic SCA_ISensor::reset() Python function
can be used at any time to restart the sensor: the
current cycle is interrupted and no trigger is generated.
2008-08-16 20:45:37 +00:00
Janne Karhu
ae42934c93 Boids didn't get correct fall-off from wind effector.
Boids now react to vortex field also.
2008-08-16 16:29:12 +00:00
Janne Karhu
a6514f0c39 Animateable (ipos) power and fall-off for particle effectors. 2008-08-16 16:21:01 +00:00
Campbell Barton
a5d414c298 warning message for when sensors loose their controllers, has been a problem recently with linking in groups that contain game logic.
- also useful for testing bug [#17485] Sensors lost when loading objects from a group (apricot showstopper)
2008-08-16 12:42:34 +00:00
Campbell Barton
1ffede8872 SCA_PythonController.cpp - Made errors in python print the controller name, useful when blender crashes on printing the python error which happens frequently.
buttons_logic.c - NULL checks for game logic buttons, linking in groups with some logic links to objects outsude the group could crash blender. There are NULL checks for this case elsewhere so I assume it should be supported.
CMakeLists.txt - remove YESIAMSTUPID option, is not used anymore.
2008-08-16 00:06:51 +00:00
Benoit Bolsee
528722f472 BGE bug fix: the fix in revision 16022 for bug #17450 was wrong: the formula used to extract scaling and rotation was giving incorrect results for some type of rotation, leading to wrong position and orientation for parented objects with no scale applied. The new formula follows Blender's internal math. 2008-08-15 22:17:50 +00:00
Martin Poirier
c965ef7824 Fixing button placement typo reported by Carsten on mailing list 2008-08-14 19:16:55 +00:00
Campbell Barton
47c2271d67 Python API get/setObject update for Actuators. (SetParent, AddObject, Camera and TrackTo)
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
2008-08-14 08:58:25 +00:00
Diego Borghetti
639f3e12a9 Last part of the svn release commit.
No need freeze, in a sec I merge both revision into
the 2.47 branch and tag it.
2008-08-14 06:42:52 +00:00
Campbell Barton
29668ba2d0 bugfix (good for 2.47) - 2 cases of returning Py_None without increfing it. this can crash blender. 2008-08-14 05:06:59 +00:00
Campbell Barton
3f2cb6e878 game engine python api
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
2008-08-14 03:23:36 +00:00
Martin Poirier
d2750f7bda Snap menu header rewording, to make documentation clearer (there was "mode" and "snap mode").
This can and should be merged for 2.47, as the docs will use those wordings.
2008-08-13 17:38:38 +00:00
Brecht Van Lommel
d60025e95f Bugfix: in the game engine, errors in a particular python script caused
somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
2008-08-13 10:19:47 +00:00
Andre Susano Pinto
7af0643df7 New nearest_point_in_tri_surface function.. 50% faster
Results were verified against the old function

Non 2.47 fix
2008-08-12 13:30:17 +00:00
Campbell Barton
2345757746 raise an error when assigning properties to a game object that cant be converted. also use python apis functions for converting floats and int types (faster then PyArg_Parse) 2008-08-12 12:32:54 +00:00
Jens Ole Wund
ea134f8411 bdiego no 2.47 option for now
make soft bodies spawn threads on a mid level 
use G.rt == 16 to switch to 'old style'
i am going to remove that G.rt switch if everyone is fine /* i do not intend to keep 2 versions of code up because of "BAD STYLE" */
so .. give feed back ..
2008-08-11 20:40:29 +00:00
Ken Hughes
7f3a2a4abe Python API
----------
Added texture.offset and textute.gain attributes, to access parameters for Musgrove textures.
2008-08-11 19:06:30 +00:00
Matt Ebb
04b90467c3 * Fix for a bug zanqdo reported in IRC - transparent shadows were not
getting correct alpha when cast through node materials - in fact the 
node tree wasn't being shaded at all.
2008-08-11 05:23:36 +00:00
Joshua Leung
f3c138e131 Changed a few places where visibility for EditMode bones is tested, so that they now use a macro I introduced in the previous commit. 2008-08-10 03:39:09 +00:00
Joshua Leung
2fe31596e3 == Armature Editing Tweaks ==
* New Tool: Switch Direction
This tool switches the direction of selected bones in EditMode, and can be found under the Specials Menu (WKey). It also adjusts the parenting, so that continuous chains can still be linked. 

* Bone Locking:
Removed Lock/Unlock functions from Specials menu, and moved this functionality under the Toggle/Set/Clear Bone Settings tools (Shift/Ctrl-Shift/Alt W respectively)
2008-08-10 03:10:07 +00:00
Ken Hughes
295155b448 Python API
----------
Remove documentation for Render.EnableEdgeShift and Render.EnableEdgeAll methods, which are no longer in the API.
2008-08-09 22:24:12 +00:00
Joshua Leung
7cbfe78044 Bugfix #17465: "Pose Edit Not Possible" message activated on 3D navigation
When navigating the 3d-view with a bone (or bones) selected, 'Rest Pose' enabled for the armature, and 'Orbit Around Selection' turned on, a "Pose Edit Not Possible" warning would pop up every time the view was manipulated. 

Was caused by a missing check for the 'TFM_DUMMY' transform mode used when calculating center to use (based on active item)
2008-08-09 10:50:59 +00:00
Janne Karhu
adcd339198 Fix for [#13697] Reactor particles with children doesn't render
-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
2008-08-08 16:40:41 +00:00