- User Since
- Jan 27 2005, 1:27 AM (755 w, 4 d)
Sun, Jul 7
Well, it seems I was wrong. Sorry for the extra noise and a lot of encouragement to continue the project.
There was 3 developers. Panzergame, youle and me. Panzergame and me abandoned it some time ago. Youle maintains a branch with eevee for its own purpose. The main branch was updated seven days ago to generate a stable build but there have been no developments for months.
UPBGE died when its merge was rejected from Blender fundation ...
Oct 13 2018
Oct 4 2018
Sep 8 2018
Apr 17 2018
Mar 22 2018
@Campbell Barton (campbellbarton) : I think that the definition of "fast prototyping tool" should be done more detailed as I have never understood the difference between a true game engine and a fast game prototyping tool. Maybe,
Feb 4 2018
Thanks for committing the patch. This was the only issue that I had that avoiding to move my developer environment from QTCreator + MSVC compiler to MS Visual.
Feb 8 2017
Current changes have been incorporated in UPBGE Joystick refactor (including hotpluggin and vibration not present here). They will available after future merge.
With respect to extern gamecontrollerdb.txt extern file controversy exposed here, we converted the gamecontrollerdb.txt in a char* and added it into joystick sources. This way no extern file is necessary.
Thanks for reviewing
Closing. Changes to bullet were committed for current bullet release. I will work on it after UPBGE merge.
Thanks for reviewing
Closing. I will follow after UPBGE merge.
Thanks for reviewing
Feb 7 2017
after investing a little bit more we have seen that it is the right procedure, we mean:
Feb 6 2017
Feb 2 2017
Please, don't archive/close the bugs. If the bug it is not a regression you can put under "normal" label.
Feb 1 2017
Jan 26 2017
This occurs with bge internal or blenderplayer?
If it is bge internal, have you save the blend file after file name modifications?
Jan 24 2017
Aug 21 2016
Jun 13 2016
the event system has been refactored among with the launcher in the UPBGE (a fork of the BGE to refactor it).
Mar 2 2016
I will update the summary with example and tutorials the next days.
- Use parallax transition for edge discarding
- rework UI & internals removing Use Parallax UV option
- Fix Parallax texture size centered.
Mar 1 2016
Closing as no additional information/blend is supplied after one week.
Feb 29 2016
We need a blend file to can test the issue. Please attach it. Thanks
Feb 25 2016
Please, we need a blend file showing the issue. Moreover, the issue it is not very clear: between what versions there is less performance?
maybe glLineWidth related?
Feb 16 2016
We need more information and sample files to check and/or investigate the issue. With current information we don't know what issue you are informing.
Feb 7 2016
I will unify checkboxes and I will improve tooltips and tutorial. Thanks for commenting
Feb 6 2016
Feb 4 2016
update to current master
Feb 3 2016
Dec 16 2015
Dec 14 2015
Dec 13 2015
hey, you are not the first that fail in the BGE Moto-Eigen conversion :-). I think that Moguri and me tried it sometime ago but as you said it is a long and tedious task.
Dec 12 2015
Yes. Closing now
Dec 11 2015
This is a known issue of bullet.
Ok, then no issue from my part. LGTM.
Dec 10 2015
I applied a modified version of this patch for blender 2.49b (for KRUM game) and we had the following problems with the IK animation (possibly related to precission lost):
Yes, you're right. We would have to be a lot quicker reviewing the differentials. We will try to improve this.
Anyway, you did a very good work here. LGTM.
Nov 25 2015
I have not tested yet. I will do this night.
Aditionally, please test with last blender version (2.76b)
Nov 10 2015
I confirm the bug
See T46728 seems related to this issue.
Nov 6 2015
Additionally as it is expected if you launch the blenderplayer you don't have this problem as the blendplayer saves the .blend before to launch.
But I think this is the expected behaviour when you don't save the blend.
Nov 5 2015
I don't understand very well where the issue is. The constraints are disable. When you setup everything correctly the constraints seem to work ok.
Tested in blender 2.76b and it didn't crash. When you confirm it I will close the report.
@ronan ducluzeau (zeauro) is right.
Please, check with current blender 2.76b
Nov 3 2015
Could you check it again using last night builds? https://builder.blender.org/download/
I can not reproduce the bug. linux 64 bits
I can not reproduce either.
Nov 2 2015
Closing as we can not reproduce the issue and no feedback was received in the last days.
it doesn't work because the cube is selected as static. If you select it as rigid body or dynamics the cube will respond to applyForce and applyTorque python commands.
Nov 1 2015
Closing as the bug is fixed in current master.
With this ammount of information we can not know where is the issue. Please, fill the fields properly and upload a blend.
Oct 31 2015
Closing the report as no feedback received and it seems that it is not a problem now.
I confirm the bug.
I can not reproduce the bug. blender 2.76.2 linux 64bits
Oct 30 2015
Oct 28 2015
@Benoit Bolsee (ben2610), Could you take a look to this report? Is it really a bug or the bypass I uploaded is the right way to restart the scene?.
@Dalai Felinto (dfelinto), this issue it is fixed in current master. are you agree on closing this report?
Closing as it is fixed in master nowadays.