Revision f60992d by Campbell Barton August 29, 2008, 03:15 (GMT) |
BGE Py API - GameKeys.EventToString() utility function, makes key configuration menu's easier to write. own error with blenderplayer, wasnt decreffing the GameLogic module, probably didnt matter since python was restarted anyway, but is incorrect. |
Revision 2721328 by Benoit Bolsee August 28, 2008, 19:37 (GMT) |
BGE patch: add X-Ray option to ray sensor. The option is effective only if a property is set: the sensor will ignore the objects that don't have the property. |
Revision 9f10007 by Joshua Leung August 28, 2008, 12:22 (GMT) |
== Apply Current Pose as New Restpose == In PoseMode, the Ctrl-A hotkey can now be used to apply the current pose as the new restpose for the armature. Notes: * Roll correction may not be totally correct on bone chains, but is ok in most cases. * Objects that are bone parented to the armature where this is applied are not correctly adjusted yet. * It is advisable to 'apply' the existing armature deformations to geometry deformed by the armature before applying this, to prevent unexpected results. * No menu entry yet... will add in due course. |
Revision 9f89f4c by Benoit Bolsee August 28, 2008, 12:12 (GMT) |
compilation problem with gcc, memset undeclared |
Revision 6a98b92 by Benoit Bolsee August 28, 2008, 11:13 (GMT) |
final fix for compilation problem with KX_RayCast::Callback template in gcc |
Revision 116001a by Benoit Bolsee August 28, 2008, 11:06 (GMT) |
more fix for compilation problem with KX_RayCast::Callback template in gcc |
Revision bf7387b by Joshua Leung August 28, 2008, 10:43 (GMT) |
GPencil Bezier Curve Conversion: Now sets vector/free handles by default |
Revision 84d1dfb by Benoit Bolsee August 28, 2008, 10:28 (GMT) |
patch for compilation problem around KX_RayCast::Callback template with gcc |
Revision 1032da6 by Joshua Leung August 28, 2008, 10:19 (GMT) |
Grease Pencil - Curve Conversion Improvements: * Changed hotkey from Alt-C to Alt-Shift-C so that it works when the active object cannot be deselected/deactivated. * Added option to convert to bezier curves. Note that currently, the handles are simply placed to the same location as the point so that there is an exact match with the gpencil strokes. In future, it would be interesting to investigate using proper curve-fitting algos instead. |
Revision 794ffdc by Campbell Barton August 28, 2008, 09:02 (GMT) |
didnt build before committiong this small change :/ isLight() is apricot only. Add this back when GLSL is merged to avoid conflicts. |
Revision c8d0a54 by Benoit Bolsee August 28, 2008, 08:13 (GMT) |
BGE patch: fix division by 0 error when sound sample cannot be loaded in sound actuator. |
Revision f88c5d9 by Campbell Barton August 28, 2008, 07:03 (GMT) |
BGE Bugfix, lights were not being removed when their gameobject was removed causing odd shadows to hang about the scene. |
Revision 2934e78 by Campbell Barton August 28, 2008, 05:45 (GMT) |
remove more python functions from builtins that could allow scripts to do bad stuff. - reload, file, execfile, compile These are only removed when running in higher security mode thats not default in blender. |
Revision 276c162 by Martin Poirier August 27, 2008, 19:38 (GMT) |
Recalculate roll to preserve orientation when retargetting for deform and control bones. Previously, roll would be kept as it which would make the resulting orientation different than the original, messing up some controls (example: heel bone flipped 180 so feet would rotate toward ground instead of lifting). Next possible step: preserving inter-bones orientation (if needed) |
Revision becd467 by Benoit Bolsee August 27, 2008, 19:34 (GMT) |
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc. |
Revision f6bdba8 by Benoit Bolsee August 27, 2008, 19:16 (GMT) |
Bullet patch: option to return true face normal, complete triangle information and broad phase filter. This patch is needed to support enhanced ray cast function in the BGE. I have proposed it to the Bullet forum for inclusion in the next Bullet version. |
Revision c6acbc3 by Joshua Leung August 27, 2008, 13:02 (GMT) |
== Grease Pencil - Conversions + Bugfixes == * New stuff: Grease Pencil strokes on the active layer can now be converted to 3d curves (geometry). More work is still needed to make the result look be more optimal (i.e. extruded curve) * Bugfix: Spacing between collapsed layers is more compact now |
Revision 6cccdf0 by Campbell Barton August 27, 2008, 06:02 (GMT) |
BGE bugfix, ipo actuator's foce option didnt check that the object was dynamic. |
Revision d566765 by Campbell Barton August 27, 2008, 03:34 (GMT) |
get/set Angular velocity for KX_GameObjects python api and for the AddObject actuator. Needed so objects created in an explosion could start spinning without having motion actuators and collision sensors on each item. |
Revision 6778c8d by Campbell Barton August 27, 2008, 01:03 (GMT) |
BGE: allow sound actuators to be converted even when they have invalid samples without this, an incorrect sound path could cause scripts to to fail, making some functionality not work at all. This also fixes a problem where samples would be loaded multiple times. |
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