Commit Graph

197 Commits

Author SHA1 Message Date
Campbell Barton
f49fc58df6 enable building the game engine without bullet for scons & cmake 2010-10-10 07:01:56 +00:00
Brecht Van Lommel
39113a3582 Fix #23857: game engine world colors were not color corrected yet,
giving inconsistent results with render/UI.
2010-09-16 19:03:01 +00:00
Campbell Barton
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
Benoit Bolsee
ad70072009 BGE patch #22623 applied: new bound type: Capsule. 2010-08-28 20:56:54 +00:00
Guillermo S. Romero
3eebaceaa6 Fix spelling. 2010-07-09 23:14:07 +00:00
Dalai Felinto
c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
Mitchell Stokes
9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
Dalai Felinto
5416f51b7a BGE Fix for: [#22142] Armature deformation does not work in Game Engine. + parent type to modifiers doversion(). Patch by Xavier Thomas (xat)
This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit

Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope).

I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...)

Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
2010-05-25 08:42:11 +00:00
Campbell Barton
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
Campbell Barton
70540fca3b bugfix [#21230] set-scene animation updates not working
fix for empty scenes with SETLOOPER macro.
2010-04-02 13:43:56 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Matt Ebb
0c5998e799 Radians -> Degrees (in UI)
Rotations are now stored internally as radians, while exposing degrees in the UI - 
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what 
you see in the UI.

All rotation data is consistently accessible in DNA and RNA as radians, degrees are only 
used for the UI controls and graph editor.

This commit includes conversions will convert old files (stored data and also fcurve data) 
to the new units, hopefully everything should go smoothly!

Part of this also changes a few properties that were hard-coded as degrees before (such 
as IK pole angle and brush texture rotation) to also use the same consistent system of 
radians (dna/rna) and degrees (ui).

Thanks to Joshua for hints and review here too.
2010-01-25 06:24:05 +00:00
Dalai Felinto
09994fb444 BGE: negative lamp last fix - Texture Face. I'm going to commit it to 2.49 too.
The files I used for test are here: http://blenderecia.orgfree.com/blender/tmp/neg_light.zip
2009-12-31 18:51:02 +00:00
Dalai Felinto
bccda9857b BGE bugfix: [#19476] Negative Lamps in BGE Do Not Function (in GLSL)
this bug was introduced in Blender 2.49 (probably my own fault, in other part of the code though while fixing support for IPOs in GLSL Lamps).

The good news is: GLSL Lamps looks in BGE like working perfectly now.

Multitexture on the other hand is not supporting "negative" lamps (with the checkbox option on).

From my search (svn blame+log) it looks like multitexture never had negative lamp working. Actually in Blender 2.34 when this was introduced in BGE (maybe in Blender as well?) I couldn't see negative lamps working either. It's hard to test this with Blender 2.34 though (it even crash with my test file).
2009-12-31 07:17:14 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +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
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
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
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
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
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
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
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
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
Campbell Barton
442ba39d49 fix for own bug added since 2.49a,
2.49a tries to remove the object from the conversion list every time. Now remove from the conversion list directly without being apart of the remove object function.
2009-08-21 03:06:36 +00:00
Campbell Barton
38aef3c3d4 fix compile error for the BGE 2009-08-16 03:51:25 +00:00
Brecht Van Lommel
3da40611d9 2.5: Material buttons
* Transparency is now it's own panel, with a boolean toggle
  + enum for z/ray transparency (following mockup made by
  William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
  some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
2009-08-15 19:35:03 +00:00
Joerg Mueller
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
Campbell Barton
bc093b4cc4 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22205:22290 2009-08-07 04:41:15 +00:00
Campbell Barton
e7c53e20a1 gameObject -> blenderObject mapping was being created but wasnt needed.
Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
2009-08-07 03:51:28 +00:00
Campbell Barton
9bb8540ba9 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22130:22205 2009-08-04 05:34:21 +00:00
Campbell Barton
856dba000b no need to store the physics env in each KX_GameObject 2009-08-04 05:14:10 +00:00
Campbell Barton
0b3fd395ef svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22075:22099 2009-07-31 23:42:22 +00:00
Campbell Barton
3eb8000eb4 remove more unneeded args, also allow ipo to animate the ref value for KX_BlenderMaterial's 2009-07-31 09:05:13 +00:00
Campbell Barton
c371f49d9a svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21908:22075 2009-07-31 00:42:10 +00:00
Campbell Barton
7301f33b26 remove some unused function args 2009-07-30 21:42:29 +00:00
Campbell Barton
777a0d78e7 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21899:21908 2009-07-25 23:16:45 +00:00
Campbell Barton
e9ca43521f BGE Physics
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.

- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.

Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)

Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.

video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogv
http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
2009-07-25 22:57:29 +00:00
Brecht Van Lommel
eb80ce4d7f 2.5: Materials
* Diffuse/specular ramps works again.
* Wire is now a material type next to Surface and Halo.
* Removed Volume material type option until it is actually there.
* Some button layout tweaks.
2009-07-25 21:31:17 +00:00
Dalai Felinto
9a9d118bbf BGE panels: wip
Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
2009-07-20 20:28:29 +00:00
Campbell Barton
8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00
Campbell Barton
54ed699743 ActionActuator in the game engine working again to display deformed meshes with the new animation system.
Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
2009-06-16 20:38:18 +00:00
Brecht Van Lommel
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
Benoit Bolsee
f5b3a00fbb BGE: small performance problem: object set invisible at startup were still put in the DBVT, causing unnecessary culling. 2009-05-29 17:09:20 +00:00