- User Since
- Dec 29 2013, 5:14 PM (242 w, 1 d)
Dec 9 2017
@Campbell Barton (campbellbarton) When creating this patch, I looked at the UpdateAnimations method introduced with rBd979ac4cc996 and saw that the check for restricted FPS mode is included there. So I assumed it would not be necessary to have it again, now that we called UpdateAnimations(scene) instead of scene->UpdateAnimations(m_frameTime) in the loop.
- Fix animations in restricted FPS animation mode.
Nov 26 2017
BTW: Apart from this bug, it seems strange to use KX_GetActiveScene() and an iteration over m_scenes in KX_KetsjiEngine::UpdateAnimations... Shouldn't it be sufficent to update the animations of the scene passed as parameter? (Note that I haven't actually tested this question.)
Nov 25 2017
This commit created a bug in the playback of shapekey actions, which are not interpolated equally as other actions.
Jan 26 2017
It happens in BGE internal only.
Saving the file after modification does not help; only closing Blender seems to solve the problem.
Nov 28 2016
Nov 17 2016
Tested with both JACK and OpenAL.
The same problem occurs for file-based factories as well.
Oct 23 2016
Thanks for the clarification and for committing, @Brecht Van Lommel (brecht)!
- Transform boolean direction space into enum.
Oct 21 2016
Some quick comments/thoughts:
- Use API math functions.
- Clean tabs up.
- Transform LOCAL/GLOBAL option into toggle.
Oct 18 2016
- Clean spaces up.
Mar 25 2016
Yes, this is what is expected to happen, but I basically have no power to do it by myself...
Mar 23 2016
D1868 was an attempt of mine to add an option for both cases.
Mar 22 2016
- Improve/make more precise comments.
Feb 25 2016
Feb 18 2016
Seems that the message "Invalid Python expression" doesn't go away unless you revalidate the expression, if you check "As Object" after having set the path. Don't know if that can (and has to) be made better.
Looks good with D1812. (Still a click on "Update Dependencies" is needed, but that's normal, right?)
Feb 17 2016
So I made the change, it runs well too, except when used in a scripted expression (driver), as it then doesn't get updated when the spline's length does (usage in a driver was actually main part of the original feature request).
- Convert length attribute to calc_length method.
Yes, I actually thought about that (and about the nice additional resolution parameter that could be added in case of a method), but from what I could test, it seems that we then lack the ability to easily use this attribute in a driver. Of course there is still the possibility to use an absolute bpy.data.* path within the scripted expression.
Jan 13 2016
Reflect @Sergey Sharybin (sergey) requests:
- convert tiff_flag values to enum;
- set tiff_flag value at Scene init;
Jan 5 2016
- Revert unnecessary braces addition.
Nov 4 2015
Oh okay, effectively I missunderstood, sorry.
Sorry I meant 4ff6e08.
Crashed at first try with 10 divisions on 2.76 release. Using a fresh new build (48f7dd6) makes it work properly for me, I tested about 10x in a row.
Crashes for me on 2.76 release, but seems to work fine using fresh build. BPR, please try a buildbot version, it should be ok.
Please provide some more info about the bug.
Sep 8 2015
I should have closed it already before, actually.
@Aaron Carlisle (Blendify): Hi, thanks for your interest. This project is currently abandoned from my side. Main reason (appart from the fact that it's not that well written, doesn't completly work, and that I would make many changes if I had to take it up again) is that, as @Dalai Felinto (dfelinto) said and as we discussed together, the patch mainly consists in a GLSL shader system. Thus, with minimal effort it is possible to use the functionality without having to put it into the source code.
Aug 2 2015
Thanks for the review, I'll make changes as soon as I can (got no time now, exam weeks at the university).
Jul 18 2015
It's PyTuple_SET_ITEM, not PyTuple_SETITEM, btw. ;-)
- Change PyTuple_SetItem to PyTuple_SET_ITEM, should be a bit faster.
- Simplify doc references from bge.types.KX_Scene to KX_Scene.
Jul 17 2015
- Change list to tuple, add doc.
Jul 7 2015
@Mario Mey (mariomey): you're welcome!
Jul 2 2015
The general method here looks good for me.
@Sybren A. Stüvel (sybren): Thank you for your suggestion! I actually noticed that my "drastical" change is bad... I am trying to make it better...
fp1 and fp2 represent the reference local axes (as defined by the actuator) of the tracked object resp. the camera. In the example given in T45207, they are both Y local axes.
Jun 26 2015
Yep, makes sense.
Jun 25 2015
Looks quite good IMHO. A few comments though:
Don't have much time ATM... :/
- Make previous change more consistent.
- Add proper initialization value.
I do understand that, but it would nevertheless be a much nicer way to implement that feature, much simpler too.
Jun 24 2015
Quick thought from my side: I don't think it is optimal to use GLSL mixing here, I'd rather stay in the C++/OpenGL context and use something like glAccum.
- Changes as suggested by HG1.
- Other enhancement.
Jun 23 2015
Revert changes to the export function, update the doc in consequence.
Jun 20 2015
Jun 19 2015
Same behaviour here.
Small syntax enhancement.
Add option to save bullet files using local path, update doc for it.
Jun 17 2015
Make comment in the example more precise.
Fix bug in example.
Improve the example a bit and add a description to it.
Modernize example; small tweakings.
Remove values of constants, useless and hard to keep updated.
@Campbell Barton (campbellbarton): what's your opinion on exposing CCD_CONSTRAINT_DISABLE_LINKED_COLLISION (from source\gameengine\Physics\Bullet\CcdPhysicsEnvironment.cpp) to Python? (for flag argument of createConstraint)
Delete values of constants, keep types.
Fix signature of createConstraint.