Blender Git Commits

Blender Git "master" branch commits.

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May 24, 2009, 06:31 (GMT)
+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell Barton/ideasman for confirming it is ok to rename it)
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
May 24, 2009, 04:45 (GMT)
Patch #18815: BGE: More updates to deprecation documentation and 2.49 conversion script by Alex Frases(z0r)

- Fixed some deprecation warnings in documentation.
- Added more conversions to script.
- Added more attributes to script todo list.
- Print out name of text buffer when encountering an error in batch mode.
- Refactor: Simplified attribute map.
- Added notImplemented function to print warnings for missing conversions. References documentation.
May 24, 2009, 01:55 (GMT)
PhysicsConstraints.createConstraint:
allow to dynamically create rigid body constraints while disable collision detection between connected bodies, pass as 10th argument the flag 128

PhysiPython KX_ConstraintWrapper, setParam
export setParam(paramIndex,paramValue0,paramValue1) for Physics constraints
paramIndex 0,1,2 are linear limits, 3,4,5 are angular limits, 6,7,8 are linear motors, 9,10,11 are angular motors

For example:
disableConnectedBodies=128
cons = PhysicsConstraints.createConstraint(oid,rid,generic6dof,pivotInAx,pivotInAy,pivotInAz,angleX,angleY,angleZ,disableConnectedBodies)
#params 0,1,2 are linear limits, low,high value. if low > high then disable limit
cons.setParam(0,0,0)

I will provide an example .blend for Blender 2.49
May 24, 2009, 00:42 (GMT)
fix generic 6dof constraint support -> convert 3 values into euler angles and convert those into a full constraint frame
(same values as Rigid Body constraint Generic 6DOF values), and add 'setLimit' support for generic 6DOF constraint. todo: enableMotor
May 23, 2009, 22:35 (GMT)
Set default constraint solver mode more compatible to Blender 2.48 settings, this fixes rigid body stacking in this blend file:
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102

(todo: expose this setting in World setting GUI)

Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT.
Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering).
Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
May 23, 2009, 20:02 (GMT)
Minor fixes in Bullet/constraint solving
Should make generic 6DOF constraint more useable, and rigid body stacking more stable (warmstarting was accidently switched off)
If time allows, a few more minor last-minute 2.49 fixes might follow.
Check out http://bulletphysics.com/constraintsTutorial.blend

May 23, 2009, 19:36 (GMT)
== Sequencer ==

Fix for the fix: SDL_PauseAudio() doesn't really wait for callback to finish
which can lead to random segfaults if we set audio_scene to 0 afterwards.

So we don't do that.

Revision 87ce3d5 by Joseph Eagar
May 23, 2009, 16:53 (GMT)
ngons are tesselated properly again, using scanfill, though need to get it to update on transform step still. also made normals for ngons sortof work, but it's still buggy and not looking right :-/
May 23, 2009, 14:46 (GMT)
BGE: fix memleaks.

SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.

After these fix, YoFrankie runs without memleak.
May 23, 2009, 14:40 (GMT)
BGE: Random sensor will produce true random sequence of events when seed is set to 0 in the GUI (the actual seed value is stored in the sensor seed attribute). Positive values will use fixed pseudo random sequence.
May 23, 2009, 14:21 (GMT)
FIX memleak in mmap().
May 23, 2009, 11:19 (GMT)
2.5 Buttons:

* Some Modifier layout cleanup.
* For fun: Added icons to the Render Buttons.
* small RNA Typo's
Revision d141aff by Joshua Leung
May 23, 2009, 09:36 (GMT)
NLA SoC: Adding more backend code/utilities

* Data copying
* Strip sorting
May 23, 2009, 07:37 (GMT)
== Sequencer ==

This fixes:
[#18373] WAV with IPO CURVE: Clicking in playback

by adding linear interpolation between frames. (Old IPOs were only calculated
once per frame which will lead to clicking on steep curves)

Revision 5b5d213 by Matt Ebb
May 23, 2009, 07:19 (GMT)
* Updated a whole swag of excellent new icons by jendryzch.

This includes a bunch of new object primitive icons
which would be great to get into the 'add object' menus,
they're not there yet. The specific lamp data type icons
are now used in the outliner though, which is very helpful.
May 23, 2009, 07:12 (GMT)
Multires/2.5:

Added subdivide operator and button for multires.
Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?

May 23, 2009, 04:56 (GMT)
BGE PyController module reloading didnt check that the base of the function was a module (could be a class).
Revision 5f4502e by Joseph Eagar
May 23, 2009, 03:40 (GMT)
fkey operator now is sortof working right again, though it really should be recoded to 100% bmesh code
Revision f026266 by Joseph Eagar
May 23, 2009, 03:24 (GMT)
merge with 2.5 at r20307. note there were some python hacking necassary for this to work, so um hopefully there's not too much cruft from that.

[[Split portion of a mixed commit.]]
May 23, 2009, 03:19 (GMT)
[#18802] BGE conversion script: more attributes; updated GameTypes.py
Patch from Alex Fraser (z0r)

- All attributes in the conversion map have been checked against the docs. More ambiguities have been resolved.
- Added option to convert all text buffers in Blender.
- Updated GameTypes.py: there were inconsistencies.

The script works well (causes no errors) with 0_FPS_Template.blend and vehicle_demo.blend from the
physics-2.43-physics-testfiles pack.

Caveats:
- Conversions were checked against other deprecated attributes. I may have missed some cases where a deprecated attribute
has the same name as a non-deprecated attribute. I did catch a few though.
- As with the last version, the conversion is purely text-based and doesn't compile the code. It's easy to create a
script that would break on conversion.

Still, it should get you 90% of the way to a converted script.

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021