Guillermo S. Romero [Tue, 31 Mar 2009 22:34:34 +0000 (22:34 +0000)]
Clean up for the imminent migration from SVN to GIT.
Benoit Bolsee [Tue, 31 Mar 2009 21:03:15 +0000 (21:03 +0000)]
BGE API cleanup: DynamicActuator, ReplaceMeshActuator, TrackToActuator.
Martin Poirier [Tue, 31 Mar 2009 19:39:17 +0000 (19:39 +0000)]
[#18455] The new FFMPEG version gives the wrong color
ffmpeg format switched from RGBA32 to BGR32, it's no longer needed to swap color planes.
NOTE: this commit also attempts to fix the big endian case, but since I don't have a machine to test it, I'd appreciate if someone else would.
Benoit Bolsee [Tue, 31 Mar 2009 19:02:01 +0000 (19:02 +0000)]
BGE API cleanup, patch from Moguri: RaySensor, NetworkMessageActuator, NetworkMessageSensor.
Martin Poirier [Tue, 31 Mar 2009 14:29:58 +0000 (14:29 +0000)]
== etch-a-ton ==
Correct joint-guided roll to use the previous bone, not the following (that was silly). Also made first bone use view axis (since it has no previous), this is much nicer that using rotation correction only. Using the joint roll option makes it MUCH more orientation independant.
Campbell Barton [Tue, 31 Mar 2009 08:13:21 +0000 (08:13 +0000)]
[#18473] SCons build fails when linking blender when WITH_BF_OGG enabled
fix for linking on linux
Campbell Barton [Tue, 31 Mar 2009 06:22:25 +0000 (06:22 +0000)]
[#18439] Controlling the bevel shape for a text object with a curve no longer works.
own fault, broke rev16702.
Curves created by fonts didnt have their radius set. Forgot do do this when making radius calculated with the curve (like tilt)
Campbell Barton [Tue, 31 Mar 2009 00:58:02 +0000 (00:58 +0000)]
[#18277] Segfault crash by editing mesh with subsurf+ParticleInstance modifiers
Marked as fixed but was still using uninitialized variables.
Martin Poirier [Mon, 30 Mar 2009 15:26:14 +0000 (15:26 +0000)]
Hide full retarget panels behind rt -1 (not ready for large scale use and not too well documented yet. Doesn't affect etch-a-ton.
Campbell Barton [Mon, 30 Mar 2009 00:40:19 +0000 (00:40 +0000)]
r19455 to Re-enable vertex welding for soft-bodies failed even on simple cases like a cube with scrambled mesh data.
Please test before committing.
m_vertexArray has no doubles now and is not aligned to 3, using m_triFaceArray to get the verts for each face.
Erwin Coumans [Sun, 29 Mar 2009 19:54:05 +0000 (19:54 +0000)]
Applied patch #18446, to do versions on damping
Re-enable vertex welding, only for soft bodies. They require it. Future versions could expose such vertexWeldingThreshold.
Erwin Coumans [Sun, 29 Mar 2009 18:34:35 +0000 (18:34 +0000)]
Only apply advanced setting of angular/linear factor to rigid bodies (with angular rotation). The setting broke 'dynamic'-only objects.
Benoit Bolsee [Sun, 29 Mar 2009 15:17:55 +0000 (15:17 +0000)]
BGE API cleanup: CDActuator, ParentActuator, VisibilityActuator done. Thanks to Andre.
Guillermo S. Romero [Sat, 28 Mar 2009 19:31:22 +0000 (19:31 +0000)]
Moved EXR settings to OS related zone.
It had its own "which OS" conditionals, so please check the moving did
change the result.
Andrea Weikert [Sat, 28 Mar 2009 11:09:53 +0000 (11:09 +0000)]
game engine compile fix for MSVC, game engine team might want to check.
Campbell Barton [Sat, 28 Mar 2009 05:51:18 +0000 (05:51 +0000)]
removed unneeded arg from makeknots() and replaced some numbers with defines
Campbell Barton [Sat, 28 Mar 2009 04:25:21 +0000 (04:25 +0000)]
Tooltip fix, there is no such thing as "Tadius interpolation"
Benoit Bolsee [Fri, 27 Mar 2009 22:11:30 +0000 (22:11 +0000)]
BGE API Cleanup: GameActuator (patch from Andre)
Benoit Bolsee [Fri, 27 Mar 2009 21:54:16 +0000 (21:54 +0000)]
BGE API cleanup: AddObject, DeleteObject and Scene actuator added.
Kent Mein [Fri, 27 Mar 2009 16:27:48 +0000 (16:27 +0000)]
Fixed a couple of null issues spotted by coverity.
CIDS: 42 and 470
Kent
Guillermo S. Romero [Thu, 26 Mar 2009 18:45:39 +0000 (18:45 +0000)]
Some small cleanups and reorganization.
Campbell Barton [Thu, 26 Mar 2009 01:42:01 +0000 (01:42 +0000)]
Added attributes for Ipo Actuator settings (replacing all methods)
Dalai Felinto [Wed, 25 Mar 2009 23:09:17 +0000 (23:09 +0000)]
scons+msvc update for the FFMpeg recent updates
Martin Poirier [Tue, 24 Mar 2009 19:39:43 +0000 (19:39 +0000)]
Bad crash in volume snapping code when duplis where involved.
Found out using Coverity's scan report.
Kent Mein [Tue, 24 Mar 2009 19:39:02 +0000 (19:39 +0000)]
Changed missing line ending style for TEX_ files
in sculptmode.c move initalization of a var to fix an issue
where index of array could be -1.
Found by coverity.
Kent
Campbell Barton [Tue, 24 Mar 2009 19:37:17 +0000 (19:37 +0000)]
Use Benoits attributes in KX_GameObject.
Deprecated..
getPosition, setPosition, getOrientation, setOrientation, getState, setState, getParent, getVisible, getMass
* swapped set/get to get/set in KX_PYATTRIBUTE_RW_FUNCTION macro to match pythons getsetattrs.
* deprecation warnings in the api and notes in epydocs.
* added 'state' attribute
* gameob.mass = 10 # now works because its not checking only for float values.
* dir(gameob) # includes attributes now
Robin Allen [Tue, 24 Mar 2009 18:51:21 +0000 (18:51 +0000)]
Renumbered the texture nodes because they were clashing with the other nodes.
This will break compatibility with previous texnode testing builds (but not
with any released versions)
Brecht Van Lommel [Tue, 24 Mar 2009 15:45:08 +0000 (15:45 +0000)]
Fix for bug #18423: BGE lights in overlay scene also affected
other scenes, for texture face / multitexture materials.
Fix for bug #18428: BGE lights on hidden layers were still used,
for all material types, now they have no effect
Brecht Van Lommel [Tue, 24 Mar 2009 13:39:50 +0000 (13:39 +0000)]
Fix for bug #18438: TEX_valToNormal.c array size error.
Error pointed out by Dan Eicher, thanks!
Campbell Barton [Tue, 24 Mar 2009 09:09:10 +0000 (09:09 +0000)]
[#18260] FMOD Removal
from Jorg Muller (nexyon)
also removed references to CVS in install
Campbell Barton [Tue, 24 Mar 2009 03:53:20 +0000 (03:53 +0000)]
fix for [18443] Object.GetSelected() returns empty when run from command line
Kent Mein [Mon, 23 Mar 2009 19:52:49 +0000 (19:52 +0000)]
Added BF_PROFILE (same name as in scons files) option.
Set it to true to build with -pg
Also I added CCFLAGS to final link of targets. Not sure why it wasn't there before.
Kent
Kent Mein [Mon, 23 Mar 2009 18:11:46 +0000 (18:11 +0000)]
Another patch by GSR
Just some minor cleanups.
Kent
Stefan Gartner [Mon, 23 Mar 2009 17:50:41 +0000 (17:50 +0000)]
irix/scons: use $LCGDIR/sdl instead of $LCGDIR/SDL.
Fixed bug #18293: SDL files under lib for irix-6.5-mips are included twice
Campbell Barton [Mon, 23 Mar 2009 06:00:21 +0000 (06:00 +0000)]
Speedup for bullet physics mesh conversion
Was adding each face with a remove doubles option that made conversion increasingly slower for larger meshes, this would often hang blender when starting with the BGE with larger meshes.
Replace btTriangleMesh()->addTriangle() with btTriangleIndexVertexArray()
YoFrankie level_1_home.blend starts a third faster, level_nut about twice as fast.
- previous commit was also incorrect using the original meshes vert locations rather then the vert locations that came from the derived mesh.
- Softbody is relying on removing doubles at 0.01 to give stable results, this no longer works but seems a bit dodgy anyway. Maybe some post-processing filter could fix up a mesh for bullet softbody.
Benoit Bolsee [Sun, 22 Mar 2009 23:39:36 +0000 (23:39 +0000)]
MSVC project files updated for ffmpeg 0.5 and armature. You must also update lib/windows.
Benoit Bolsee [Sun, 22 Mar 2009 21:36:48 +0000 (21:36 +0000)]
BGE API cleanup: add support for attribute set/get through functions only.
Martin Poirier [Sun, 22 Mar 2009 21:06:08 +0000 (21:06 +0000)]
only write tex plugin and envmap data to file if texture is the right type. This takes care of lingering errors with missing texture plugins after texture type is changed
Campbell Barton [Sun, 22 Mar 2009 21:04:28 +0000 (21:04 +0000)]
Speedup for bullet creating convex hull meshes
In a simple test with ~12000 verts, overall BGE startup time went from ~4.5 sec to a bit under a second.
- before adding each vert it did a check for a duplicates.
- Using RAS_Polygon verts can give a lot of duplicates because the verts also store UV's and normals.
- Was increasing the array one item at a time, now resize the array once.
- Use the blender mesh mvert array rather then RAS_TexVert's, so needed to include some DNA headers.
Peter Schlaile [Sun, 22 Mar 2009 19:19:21 +0000 (19:19 +0000)]
== FFMPEG ==
Updated ffmpeg to release version 0.5
updated x264 to today's daily build
thanks to ben2610 for first patches (but you got hddaudio.c wrong :)
Campbell Barton [Sun, 22 Mar 2009 17:03:55 +0000 (17:03 +0000)]
removed edgecode from the game engines RAS_Polygon class since its not used
Campbell Barton [Fri, 20 Mar 2009 06:12:22 +0000 (06:12 +0000)]
fixes for...
[18429] Typo in IPO Actuator
[18377] Crash fo yofankie (G.curscreen==NULL)
/* No screen, happens when saving a blendfile in background mode,
* then loading in the game engine
* just assume we need the mesh info */
Campbell Barton [Fri, 20 Mar 2009 02:26:02 +0000 (02:26 +0000)]
patch from Banlu Kemiyatorn
* when joining only 2 faces dont check they are convex
* allow edge rotate for non planer faces
- Both were very annoying especially when sub-surf modeling with edge loops
Brecht Van Lommel [Tue, 17 Mar 2009 22:03:21 +0000 (22:03 +0000)]
Fix for bug #18419: game engine debug drawing interfered with alpha blending.
Martin Poirier [Tue, 17 Mar 2009 21:26:09 +0000 (21:26 +0000)]
New icon and button for Peel Object option for volume snapping.
Use snap point to get default embedding depth (for overlapping volumes).
Martin Poirier [Mon, 16 Mar 2009 21:39:12 +0000 (21:39 +0000)]
fix crash with missing image sequence
Kent Mein [Mon, 16 Mar 2009 17:02:19 +0000 (17:02 +0000)]
This is patch:
[#17974] two small fix for blender 2.48 (memory leak and uninitalized vars)
Submitted By:
Pavel Nemec (nemecp)
(changes delete to [] and sets to vars to NULL)
Kent
Martin Poirier [Mon, 16 Mar 2009 02:55:42 +0000 (02:55 +0000)]
Merging etch-a-ton branch in trunk.
Slightly out of date documentation in wiki, I'll be updating that tomorrow.
http://wiki.blender.org/index.php/User:Theeth/etch-a-ton
Nathan Letwory [Sun, 15 Mar 2009 23:40:59 +0000 (23:40 +0000)]
BGE
* getting state of RMB was impossible due to wrong check.
Remigiusz Fiedler [Fri, 13 Mar 2009 23:35:15 +0000 (23:35 +0000)]
update v1.12 - 2009.03.14 by migius
d3 removed all set()functions (problem with osx/python<2.4 reported by Blinkozo)
d3 code-cleaning
d2 temp patch for noname BLOCKS (*X,*U,*D)
Martin Poirier [Fri, 13 Mar 2009 18:04:38 +0000 (18:04 +0000)]
merging trunk 19093:19274
Stefan Gartner [Fri, 13 Mar 2009 10:22:49 +0000 (10:22 +0000)]
Makefiles: fix definitions of NAN_OPENEXR_* variables on linux, patch provided
by GSR
Benoit Bolsee [Wed, 11 Mar 2009 22:11:52 +0000 (22:11 +0000)]
BGE patch 18368: Modulus (ie %) expression controller in BGE. Implement a cache for the expression for better performance.
Kent Mein [Wed, 11 Mar 2009 02:58:18 +0000 (02:58 +0000)]
removed extra space in text.
Kent
Kent Mein [Tue, 10 Mar 2009 16:06:59 +0000 (16:06 +0000)]
remove decimation and opennl libs from gameengine.
Kent
Kent Mein [Tue, 10 Mar 2009 16:04:29 +0000 (16:04 +0000)]
Addes libopenjpeg (jpeg2000) support to the Makefiles
Kent
Campbell Barton [Tue, 10 Mar 2009 06:58:42 +0000 (06:58 +0000)]
[#18388] PLY Import fails if line ending is not \n
bugfix, read the header as ascii text - open(filename, 'rU'), only the body as binary.
Erwin Coumans [Mon, 9 Mar 2009 07:12:16 +0000 (07:12 +0000)]
Add support to lock individual axis during rigid body simulation, for translation and rotation. This makes it easier to do 1D or 2D physics (tetris, blockout)
todo: create some example/demo.blend.
Erwin Coumans [Mon, 9 Mar 2009 05:01:16 +0000 (05:01 +0000)]
Fix: The debug lines of Physics Debug Visualization were drawn incorrectly when using overlay scenes (it was using the wrong camera)
Erwin Coumans [Mon, 9 Mar 2009 04:21:28 +0000 (04:21 +0000)]
upgrade to latest Bullet trunk, fix related to vehicle anti-roll, added constraint visualization.
This commit doesn't add new functionality, but more updates are planned before Blender 2.49 release.
Benoit Bolsee [Sun, 8 Mar 2009 17:23:36 +0000 (17:23 +0000)]
BGE patch: undo patch about removing blenderplayer console in Windows: it interferes with scripts that write to the console. Back to previous state: console cannot be disabled in Windows.
Kent Mein [Fri, 6 Mar 2009 15:46:13 +0000 (15:46 +0000)]
Addes jpeg2000 support to cmake.
I also did some small tweaks. removed ifdef's for pluginapi
didn't need them there.
Fixed it so the filesel shows jp2 as image files.
(I'm going to do makefiles next)
Kent
Benoit Bolsee [Thu, 5 Mar 2009 15:35:15 +0000 (15:35 +0000)]
Update MSVC9 project file for VideoTexture
Benoit Bolsee [Thu, 5 Mar 2009 15:16:43 +0000 (15:16 +0000)]
VideoTexture: reactivate VideoTexture for scons/cmake/makefile compilation systems, fix video streaming, fix camera support in Linux, add multi-thread cache service, fix crash when a VideoFFmpeg object could not be created.
The multi-thread cache service is activated only on multi-core processors.
It consists in loading, decoding and caching the video frames in a
separate thread. The cache size is 5 decoded frames and 30 raw frames.
Note that the opening of video file/stream/camera is not multi-thread:
you will still experience a delay at the VideoFFmpeg object creation.
Processing of the video frame (resize, loading to texture) is still done
in the main thread. Caching is automatically enabled for video file,
video streaming and video camera.
Video streaming now works correctly: the videos frames are loaded
at the correct rate. Network delays and frequency drifts are automatically
compensated.
Note: an http video source is always treated as a streaming source,
even though the http protocol allows seeking. For the user it means that
he cannot define start/stop range and cannot restart the video except
by reopening the source. Pause/play is however possible.
Video camera is now correctly handled on Linux: it will not slow down the BGE.
A video camera is treated as a streaming source.
Benoit Bolsee [Thu, 5 Mar 2009 09:50:16 +0000 (09:50 +0000)]
MSVC9 project file update for Bullet upgrade.
Erwin Coumans [Tue, 3 Mar 2009 14:31:10 +0000 (14:31 +0000)]
Fix build: don't use Character stuff, it wasn't meant to be included in Blender/extern/bullet2 distro.
Erwin Coumans [Tue, 3 Mar 2009 03:41:24 +0000 (03:41 +0000)]
Upgraded to Bullet 2.74. The upgrade introduced a few bugs, which need to be fixed before Blender 2.49.
In particular, the Bullet vehicle seems broken, and some soft-body demos don't work.
No new features or benefits are added yet, but a few improvements are planned before Blender 2.49 release.
Please update the build systems, and add those 3 files:
extern/bullet2/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp
extern/bullet2/src/BulletCollision/CollisionDispatch/btGhostObject.cpp
extern/bullet2/src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp
I'll watch the Blender mailing list, in case this commit causes some issues.
Erwin Coumans [Mon, 2 Mar 2009 17:43:35 +0000 (17:43 +0000)]
minor update to be compatible with Bullet 2.74 physics:
btPoint3 has been deprecated, it was already a typedef to btVector3
replace std::vector by btAlignedObjectArray when storing Bullet objects, because MSVC STL implementation has some bugs, preventing to contain aligned objects
(btVector3 is 16-byte aligned, to allow SIMD)
Nathan Letwory [Sun, 1 Mar 2009 21:23:04 +0000 (21:23 +0000)]
* fix linking problem when building WITH_BF_PLAYER=True
Martin Poirier [Sun, 1 Mar 2009 15:03:45 +0000 (15:03 +0000)]
Limit cascading rotations (rotation on each child of a chain) to Individual Center mode, as I thought I had done at first. :|
Benoit Bolsee [Sat, 28 Feb 2009 22:25:23 +0000 (22:25 +0000)]
BGE patch #18309 commited: Add an addObject() method to KX_Scene.
Benoit Bolsee [Sat, 28 Feb 2009 21:44:24 +0000 (21:44 +0000)]
BGE patch #18181 commited: Fixing some blenderplayer arguments (-c, -w, -f).
Benoit Bolsee [Sat, 28 Feb 2009 21:37:49 +0000 (21:37 +0000)]
MSVC9 project file: add ffmpeg avdevice lib to linker for the blenderplayer.
Benoit Bolsee [Sat, 28 Feb 2009 21:00:27 +0000 (21:00 +0000)]
BGE API cleanup: apply patch from Moguri: Near, Radar, Touch sensor updated.
Campbell Barton [Sat, 28 Feb 2009 09:25:42 +0000 (09:25 +0000)]
* blender doesn't need the -w anymore to start in a window
* NULL can be used instead of () args for calling python functions from C.
Campbell Barton [Fri, 27 Feb 2009 23:53:09 +0000 (23:53 +0000)]
BGE Python API
* Scene's and GameObjects can now be printed (raised an exception)
* Added GameLogic.getSceneList()
Campbell Barton [Fri, 27 Feb 2009 18:49:25 +0000 (18:49 +0000)]
blender.desktop file from Rudolf Kastl
Nathan Letwory [Fri, 27 Feb 2009 00:08:16 +0000 (00:08 +0000)]
[18327] Fix crash when activating nodes
- faulty linking and header file lead to crashing whenever nodes were used.
Campbell Barton [Thu, 26 Feb 2009 12:43:24 +0000 (12:43 +0000)]
build blenderplayer without opennl and decimation
Campbell Barton [Thu, 26 Feb 2009 09:14:10 +0000 (09:14 +0000)]
better remove t1_generate_luts.c rather then in scons.
Campbell Barton [Thu, 26 Feb 2009 09:04:06 +0000 (09:04 +0000)]
Py BGE API
Python dir(ob) for game types now includes attributes names,
* Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible
* Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro.
* Added place holder *::Attribute array, needed for the _getattr_up macro.
Campbell Barton [Thu, 26 Feb 2009 05:17:54 +0000 (05:17 +0000)]
small errors in touch sensor and gameObject
Campbell Barton [Thu, 26 Feb 2009 04:40:00 +0000 (04:40 +0000)]
openjpeg contained a C file with a main() function, user reported it was overriding blenderplayers.
remove this file from building, other build systems should do this too.
Campbell Barton [Thu, 26 Feb 2009 04:17:23 +0000 (04:17 +0000)]
- Attributes for the collision sensor: propertyName, materialCheck, pulseCollisions, objectHit and objectHitList.
Removed a check in Python API touch.setProperty() for the property name on the sensor owner before allowing the name to be set - it makes no sense and isnt checked when creating the sensor.
- SCA_DelaySensor.py indent error making epydoc fail.
Martin Poirier [Wed, 25 Feb 2009 20:07:45 +0000 (20:07 +0000)]
Continue snapping cleaning job.
Snap to armature correctly in edit mode and when posed.
Merge snap and embed in skeleton sketching. Ctrl key does both, depends on the snap mode (volume or other). Snaps to other strokes in all snapping mode except Volume.
Campbell Barton [Wed, 25 Feb 2009 17:20:41 +0000 (17:20 +0000)]
forgot this file- remove Sumo from the menu if its disabled.
Campbell Barton [Wed, 25 Feb 2009 17:19:30 +0000 (17:19 +0000)]
New Pulse option for the collision sensor (off by default wont change existing logic)
Previously only the first collision would trigger an event (no collisions a negative event ofcourse)
With the Pulse option enabled, any change to the set of colliding objects will trigger an event.
Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically.
Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers.
Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material.
- pulse isnt a great name, could change this.
Campbell Barton [Wed, 25 Feb 2009 12:07:51 +0000 (12:07 +0000)]
Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID.
Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
Campbell Barton [Wed, 25 Feb 2009 06:43:03 +0000 (06:43 +0000)]
Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
Campbell Barton [Wed, 25 Feb 2009 03:26:02 +0000 (03:26 +0000)]
remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if statements
Martin Poirier [Tue, 24 Feb 2009 21:25:36 +0000 (21:25 +0000)]
Snaping cleanup, removing a lot of duplicate code.
Snapping to armatures: non-editmode armatures only, rest pose only, ... (this is mostly work in progress code).
Campbell Barton [Tue, 24 Feb 2009 17:34:41 +0000 (17:34 +0000)]
building the game engine without SDL works again
Campbell Barton [Tue, 24 Feb 2009 12:38:56 +0000 (12:38 +0000)]
Making KX_GameObject names read only.
This was committed in revision 2832 but never accounted for existing object name hashes which existed since revision 2.
Its possible to update the names elsewhere but unlikely anyone ever used this successfully so removing.
Campbell Barton [Tue, 24 Feb 2009 09:49:28 +0000 (09:49 +0000)]
fix for segfault when the replace mesh actuator references a mesh that has no object in the current scene.
Campbell Barton [Tue, 24 Feb 2009 05:50:45 +0000 (05:50 +0000)]
BGE Py API
* Made GameLogic.addActiveActuator(actu, bool) to raise an error if the actuator is not in the list. Before it would allow any value as the actuator and fail silently (makes debugging scripts more difficult).
* Allow the actuator to be a string which is convenient if you dont want to change the settings of the actuator.
* Added activate/deactivate functions to the controller, this is more logical since the GameLogic.addActiveActuator() function is running through the controller anyway.
GameLogic.addActiveActuator(controller.getActuator("SomeAct"), True)
...can be replaced with...
controller.activate("SomeAct")
Campbell Barton [Tue, 24 Feb 2009 03:29:31 +0000 (03:29 +0000)]
compile scripts when converting controllers to give more predictable performance and print syntax errors early on rather then when the script is first executed.
Martin Poirier [Tue, 24 Feb 2009 00:45:40 +0000 (00:45 +0000)]
Merging volume embedding and transform snapping.
- Volume embed is available as a transform snap option (need new icon). Not as "continuous" as stroke embed, will have to be fixed somehow.
- Transform snaps work in armature edit mode (only snap to mesh, not other armatures, for now). Adding to other edit data type should be easy.
- Strokes can use all the transform snap options plus volume embed.
Bug fix: added small threshold to face snap (and volume embed) to prevent slipping in cracks between faces. More tweaking needed but this now takes care of all the worst cases.
Martin Poirier [Mon, 23 Feb 2009 21:00:42 +0000 (21:00 +0000)]
merging trunk 17520:19093
Campbell Barton [Mon, 23 Feb 2009 12:35:16 +0000 (12:35 +0000)]
[#18291] Viewing muliple object UV's in the UV/Image editor
patch from Chris and Guillermo S. Romero.
Campbell Barton [Mon, 23 Feb 2009 12:17:34 +0000 (12:17 +0000)]
[#18323] VRML import will not import colors if pervertexcolors set (comparison reversed)
thanks to Ezra Peisach for fixing.