Revision 83bb096 by Erwin Coumans 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. |
Revision 45f2463 by Dalai Felinto 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. |
Revision 52b0a2b by Erwin Coumans 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 |
Revision 4922dd0 by Erwin Coumans 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 |
Revision eb8c5f3 by Erwin Coumans 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. |
Revision a96ce94 by Erwin Coumans 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 |
Revision 2de8f6e by Peter Schlaile 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 :-/ |
Revision 5441323 by Benoit Bolsee 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. |
Revision 6d8d7cd by Benoit Bolsee 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. |
Revision 4e3248f by Benoit Bolsee May 23, 2009, 14:21 (GMT) |
FIX memleak in mmap(). |
Revision 3956a10 by Thomas Dinges 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 |
Revision 443df70 by Peter Schlaile 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) |
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. |
Revision 380efe9 by Nicholas Bishop 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? |
Revision 3820e4f by Campbell Barton 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.]] |
Revision cfa2b4f by Campbell Barton 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. |
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