Commit Graph

468 Commits

Author SHA1 Message Date
Joseph Eagar
67ff197cb1 Merge with trunk/2.5 at r25563
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).

Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.

Note that I've not tested externally-backed multires
file support yet.  Also, I still need to write version
patch code for some cases.

Some notes:

* Like trunk, topological changes don't update multires right,
  so e.g. subdivide will duplicate multires data on the new faces,
  instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
  my experiments in speeding up sculpting on higher-res multires
  meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
  of sculpt mode, not sure if I inherited or created this myself.
2010-01-05 22:33:41 +00:00
Benoit Bolsee
81a7bf2db9 BGE: fix more matrix transpose bugs in assignement to game object matrices.
Assignment to KX_GameObject localOrientation and
worldOrientation matrices was assuming row-major matrix
although reading these matrices was returning a column-major
MathUtils object.

The faulty function (PyMatTo) is fixed and all matrices
in python are now assumed column-major.

This function is also used in the following methods:

BL_Shader.setUniformMatrix4()
BL_Shader.setUniformMatrix3()

(No change in scripts if you didn't specify the optional
transpose parameter: the default value is changed so
that column-major matrices are assumed as before.)

KX_Camera.projection_matrix

(assignement to this attribute now requires a column-major
matrix and you must fix your script if you were setting
a value to this attribute.)
2009-12-22 23:38:09 +00:00
Benoit Bolsee
8c72e18354 BGE: fix bug with rigid body joint constraint target name: skip OB letter. 2009-12-22 18:39:42 +00:00
Campbell Barton
646575f8d9 clear loc/size/rot wasnt updating child transformations, also removed some warnings 2009-12-13 11:49:17 +00:00
Joseph Eagar
abd16aac5a ok, apparently didn't commit this either. apparently includes a merge with trunk/2.5 at r24811 I thought I'd committed but did not, yeek. 2009-11-29 00:53:23 +00:00
Benoit Bolsee
1c4150f211 BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually). 2009-11-28 17:30:34 +00:00
Benoit Bolsee
5b722b1e87 BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh
will be instantiated with the soft body settings of the
object. The position and orientation of the soft body
is preserved after the replacement.

Known limitation: the velocity of the soft body is reset
aftet the replacement. This is because soft body don't
have a well defined velocity.
2009-11-24 22:44:29 +00:00
Joseph Eagar
0e165c55bb did math lib conversion, equivilent to merge with trunk/2.5 at r24464 2009-11-23 14:41:22 +00:00
Joseph Eagar
9fa2a9d18a merge with trunk/2.5 at r24463 2009-11-22 14:06:30 +00:00
Dalai Felinto
573be3e687 BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)

How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).

Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.

Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
2009-11-22 00:01:52 +00:00
Campbell Barton
09cf011879 patch from Dave Plater which fixes some problems building the BGE with cmake 2009-11-21 13:47:16 +00:00
Campbell Barton
67c295da9c rename pose_channels to bones
was: object.pose.pose_channels["Bone"]
now: object.pose.bones["Bone"]
2009-11-18 11:40:55 +00:00
Dalai Felinto
2e104b44c6 bge: fix for "dome mode not working with Letterboxing".
This bug was introduced after commit # 24102 (BGE: when letterbox is enabled use the camera framing as a clipping area) reported in IRC by Pete Carss (domejunky)

*) an extra stub fix for recent commit. By the way: we want to have blenderplayer running in blender 2.5 beta0. Therefore if you are doing big changes in the last minutes (Friday, Saturday??) It would help a lot if you could enable blenderplayer in your builds. links problems are really easy to fix)

**) an typo I spotted in recent mesh dynamic load in bge.
2009-11-16 02:52:02 +00:00
Guillermo S. Romero
aa739e7a71 Add include path to find BLO_readfile.h. 2009-11-16 00:44:07 +00:00
Benoit Bolsee
b45ab480e0 BGE: dynamic loading patch commited. API and demo files available here: https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127 2009-11-15 23:58:56 +00:00
Campbell Barton
635a98a4ce [#19896] [bugfix] Fixing converting of rotation f-curves
from Mitchell Stokes (moguri) 

--- from the patch
With f-curves there are 3 rotation modes, rotation_euler, rotation_axis_angle, and rotation_quaternion. The IPO converter
was still simply looking for "rotation" f-curves instead of specific ones. This patch fixes that and also
fixes bug #19873 ( http://projects.blender.org/tracker/index.php?func=detail&aid=19873&group_id=9&atid=306
).
2009-11-15 11:32:53 +00:00
Brecht Van Lommel
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
Brecht Van Lommel
4617bb68ba Math Lib
* Pre-conversion commit removing old arithb.c code, this will not compile,
  next commit fixes that.
2009-11-10 20:40:18 +00:00
Campbell Barton
5935ef0049 use armature active bone as a pointer rather then a flag for each bone that needs looking up.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.

Note: it may be better to allow active/unselected as with objects.
2009-11-09 21:03:54 +00:00
Joseph Eagar
e3a410d224 shapekeys are now stored as customdata in editmode, so edit operations like subdivide work (mostly) correctly. tesselated faces now store correct normals in more situations. and added more missing files from the last merge, there may be more though. 2009-11-02 06:33:16 +00:00
Joseph Eagar
672c8926d7 files missing from recent merge 2009-10-24 05:43:27 +00:00
Joseph Eagar
8f788c64db merge with trunk/2.5 at r23876
[[Split portion of a mixed commit.]]
2009-10-22 23:22:05 +00:00
Brecht Van Lommel
3ffb695b10 Shape Keys
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).

The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.

One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.

Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
2009-10-22 16:35:51 +00:00
Brecht Van Lommel
06d57fdae0 Shape Keys
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.

Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
2009-10-22 09:31:07 +00:00
Ton Roosendaal
0e5a6a21e8 Fixes to get Blender compile and run on PowerPC OSX 10.3, gcc 3.3
(yes antique, but having 5 year old OS's work is very cool)

In short:
- include <cmath> after <math.h> fails
- STL template issues (recursion, syntax)
2009-10-20 15:51:18 +00:00
Campbell Barton
8b6f5c171d - rather then passing the python namespace dictionary to the controller function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-29 22:49:33 +00:00
Campbell Barton
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
Campbell Barton
c8b7384c4b remove ray sensors own logic manager (now stored in parent class) + other minor changes. 2009-09-29 07:51:54 +00:00
Joshua Leung
52b28fddec Removed the termporary defines added to make the Game Engine compile. Hopefully this fixes all of the cases which broke. 2009-09-29 01:52:54 +00:00
Nathan Letwory
edfb47ffb4 * Copy() -> Clone() (even though these hopefully will be obliterated from extern/ soon)
* remove reference to docs SConscript
* python dbg commit - somehow this one was left uncommitted when I was working on r23465 and r23464
2009-09-28 15:49:26 +00:00
Joshua Leung
ff780c36e1 Compile fix for GameEngine 2009-09-28 11:29:07 +00:00
Campbell Barton
69e47fcb0e WITH_CXX_GUARDEDALLOC was broken since BL_ArmatureObject become a PyObject 2009-09-25 14:26:00 +00:00
Benoit Bolsee
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
Joseph Eagar
deebf4f8f0 merge with 2.5/trunk at r23271 2009-09-16 17:43:09 +00:00
Nathan Letwory
fb649d5824 * cleaning up warnings (mostly windows). A collection of other warning fixes too (undefined function, assuming int, etc.)
This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
2009-09-06 13:20:05 +00:00
Campbell Barton
0a3694cd6e white space commit. (2 spaces -> tab).
Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
2009-09-06 01:51:23 +00:00
Nathan Letwory
9216efcba2 == SCons ==
* bring back 'player' libtype, after investigation with ideasman.
  scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05 01:58:02 +00:00
Nathan Letwory
20f39ec7d8 == SCons ==
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04 12:56:30 +00:00
Nathan Letwory
bade641408 == SCons ==
* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
2009-09-04 10:40:41 +00:00
Nathan Letwory
3f5115064a == SCons ==
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-09-01 23:32:34 +00:00
Campbell Barton
75697c40a0 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22717:22875 2009-08-29 23:41:09 +00:00
Campbell Barton
d7bf9688ac fix for crash when a parent compound object didn't get a physics controller.
also show this in the UI.
2009-08-27 23:29:07 +00:00
Campbell Barton
a3bc7f3d1d BGE shape key actuator working, though only tried a simple testcase. 2009-08-26 20:06:16 +00:00
Joerg Mueller
47ce314bc5 2.5 Sound:
- Cleaned up DNA_sound_types.h, especially the bSound structure.
- Fixed a caching bug.
2009-08-26 14:19:29 +00:00
Joseph Eagar
de7f08cc41 merge with 2.5 at r22793 2009-08-26 10:27:04 +00:00
Campbell Barton
0a23895f95 remove all python api functions deprecated in 2.49 2009-08-25 22:51:18 +00:00
Campbell Barton
77ec3a1239 deprecated world settings were being used making new world's have zero gravity in the game engine.
Double checked these aren't used anymore by renaming the vars in DNA_world_types.h
2009-08-23 17:33:34 +00:00
Campbell Barton
01d4748e5f svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22704:22717 2009-08-23 07:46:34 +00:00
Campbell Barton
4a4a3b4989 Option for MouseFocus sensor. only used when 'Mouse over any' type is set.
Previously the only way to detect if the mouse moved over a different object was to enable true-level-triggering and have a python script detect the change.

When the Pulse option is set, focusing on a different object pulses true.
Python attribute is focusSensor.usePulseFocus.

This is similar to the collision sensors pulse option where changes in the set of collision objects generates an event too.

Found this functionality missing when trying to make a logic demo that used mouse-over with overlapping objects.
2009-08-23 06:17:59 +00:00
Campbell Barton
5cd51b4387 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22625:22668
needed this for 2.5 testing
2009-08-21 03:09:27 +00:00