Revision abda1a9 by Peter Schlaile June 22, 2008, 20:39 (GMT) |
== FFMPEG == Added serious interlacing to movies opened using ffmpeg. (Other video decoders to be done) Rational: deinterlacing, if done seriously _has_ to be done in YUV-space. Since internal interface first converts data to RGB we are pretty much lost (and fall back to IMB_filtery in that case). |
Revision 381f151 by Campbell Barton June 22, 2008, 19:34 (GMT) |
bugfix, Shift+H would hide unselected objects on unseen layers. |
Revision 39a7a24 by Martin Poirier June 22, 2008, 17:06 (GMT) |
Display graph in 3d view |
Revision 6306012 by Peter Schlaile June 22, 2008, 15:48 (GMT) |
== Redcode == Doing image comparison revealed, that Kb = Kr = 0.0 for redcode :) |
Revision 5372def by Benoit Bolsee June 22, 2008, 14:23 (GMT) |
BGE patch: add state engine support in the logic bricks. This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor. |
Revision 1ee7a20 by Joshua Leung June 22, 2008, 01:56 (GMT) |
Compiler warning fixes (part 1 or 2) |
Revision 86d2273 by Joshua Leung June 22, 2008, 01:31 (GMT) |
Bugfix: Update-automatically option in IPO-Editor now updates objects using the active IPO-block as their ObAction when transforming keyframes. |
Revision ffbe421 by Andre Susano Pinto June 20, 2008, 21:36 (GMT) |
Revision 824eac5 by Andre Susano Pinto June 20, 2008, 21:10 (GMT) |
Added cut-plane option. Its now possible to project 2 planes over a model and get a cloth.. Tought it still has a few issues.. related with distance to kept from mesh. |
Revision a1e78a0 by Campbell Barton June 20, 2008, 20:54 (GMT) |
* Documented that get/setOrientation use an inverted rotation matrix * OB prefix is needed when specifying the object for the Message Actuator, this is very bad since other object fields in the BGE dont need this prefix - a real fix would need do_versions to keep old files running. * RotationMatrix was all nans if the rotation vector axis was 0,0,0, Changed so in this case just return a matrix that doesn't rotate anything, spent some angry hours to find these issues, maybe this will save others the hassle ;) |
Revision b5bde6d by Martin Poirier June 20, 2008, 18:06 (GMT) |
More params for reeb graph visualizer |
Revision a06f4f3 by Andrea Weikert June 19, 2008, 19:09 (GMT) |
== Rip Area into new Window Operator == - operator that rips current area into new window - implemented on the window level. - sets C->area in current context if necessary == fix == - small bugfix: missing return in WM_event_add_keymap_handler |
Revision de76199 by Benoit Bolsee June 19, 2008, 14:40 (GMT) |
BGE bug fix for new shape action: mesh with multiple materials did not deform properly |
Revision d6c8d2f by Daniel Genrich June 19, 2008, 13:41 (GMT) |
Just make gcc compiler happy (stupid harmless warning) |
Revision df8a388 by Benoit Bolsee June 18, 2008, 21:22 (GMT) |
BGE patch #13625: getLinearVelocity() rewrite to use only vector and matrix operations |
Revision fd8e873 by Chris Want June 18, 2008, 21:16 (GMT) |
== VRML97 exporter == Faulty indentation of a line sometimes caused a bunch of empty lines to be printed into the TextureCoordinate and texCoodIndex fields (benign error, just ugly). |
Revision 4ed60f4 by Chris Want June 18, 2008, 19:58 (GMT) |
== VRML97 export == Don't export vertex colors if a mesh doesn't have any (even if a texface has 'shared cols' set). |
Revision 1c1f819 by Chris Want June 18, 2008, 17:13 (GMT) |
== VRML97 export == Patch #10569 from Michalis Kamburelis (sorry for the delay). This patch adds a popup menu that lets the user choose whether they want to export selected, whether thay wanted to export compressed, and whether they want to export the file from blender's "Z up" coordinates to VRML's "Y up". I'm not too crazy about the caching to disk of these options via GetRegistry/SetRegistry, but since this seems to occur in many of the other export scripts I'll leave it as is. |
June 18, 2008, 15:22 (GMT) |
Patch #8882 - Falloff in the wave modifier This patch adds the ability to specify a falloff radius in the Wave modifier. Currently only linear falloff is supported. Thanks to Michael Fox for the patch! |
Revision 3f488f4 by Brecht Van Lommel June 18, 2008, 10:30 (GMT) |
* Fix for a crash in game engine vertex array drawing with texfaces. * For 2D filters, don't require opengl 2.0 but just the extensions, so it works on computers without full 2.0 support too. * In debug mode, don't print memory statistics for preview render. |
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