Mitchell Stokes (moguri)
User

Projects

User Details

User Since
Sep 4 2008, 8:36 AM (475 w, 4 d)

Recent Activity

Sep 5 2017

Mitchell Stokes (moguri) added a comment to T52570: Review of GSoC 2017 Package Manager.

@Sybren A. Stüvel (sybren) raises a lot of good points that need to be address. In addition, here are a few extra things I noticed:

Sep 5 2017, 8:15 AM

May 1 2017

Mitchell Stokes (moguri) added a comment to T51382: Proposal for removing TexFace in 2.8x.

+1 for removing TexFace. It has caused a lot of issues for the BGE too.

May 1 2017, 4:51 PM · BF Blender: 2.8

Feb 1 2017

Mitchell Stokes (moguri) added a comment to D2457: UPBGE.

@Dalai Felinto (dfelinto) Dome code has been removed from UPBGE. Can you comment on if this is a problem?

Feb 1 2017, 8:08 PM

Jan 24 2017

Mitchell Stokes (moguri) added a comment to D2457: UPBGE.

@Ulysse Martin (youle) it sounds like the C++11 parts can be kept as long as they follow certain rules (we'll need @Sergey Sharybin (sergey) to clarify what those rules are). I am assuming this merge will ultimately target 2.8 since a feature set this large does not seem appropriate for 2.7x.

Jan 24 2017, 1:19 AM

Jan 17 2017

Mitchell Stokes (moguri) added reviewers for D2457: UPBGE: Dalai Felinto (dfelinto), Bastien Montagne (mont29), Clément Foucault (fclem).
Jan 17 2017, 8:20 PM

Aug 22 2016

Mitchell Stokes (moguri) added a comment to D1467: Fix for the replace physics mesh bug.

Overall, this patch looks good to me. I like that it extends the API, which will help keep compatibility (as opposed to making changes deep in Physics code). As long as CcdShapeConstructionInfo's copy constructor was not getting called before, I do not see how this can break existing games.

Aug 22 2016, 4:34 AM · Game Physics, Game Engine

Aug 16 2016

Mitchell Stokes (moguri) added a reviewer for D1467: Fix for the replace physics mesh bug: Mitchell Stokes (moguri).
Aug 16 2016, 5:14 PM · Game Physics, Game Engine

Jul 28 2016

Mitchell Stokes (moguri) closed D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI.

Pushed as commit rB3a4c307652e7e58aace0384d7306b28b7626a1d9

Jul 28 2016, 4:42 AM · User Interface
Mitchell Stokes (moguri) committed rB3a4c307652e7: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll… (authored by Mitchell Stokes (moguri)).
Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll…
Jul 28 2016, 4:37 AM

Jul 5 2016

Mitchell Stokes (moguri) added a reviewer for D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI: Brecht Van Lommel (brecht).
Jul 5 2016, 6:07 PM · User Interface
Mitchell Stokes (moguri) retitled D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI from to Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI.
Jul 5 2016, 7:17 AM · User Interface

Jul 1 2016

Mitchell Stokes (moguri) accepted D2066: BGE: Display Hardware infos only in standalone.
Jul 1 2016, 2:12 AM · Game Engine

Apr 10 2016

Mitchell Stokes (moguri) accepted D1913: Fix T48071: Global logic manager.

Looks good to me. I think we can safely commit this even without 2 reviews.

Apr 10 2016, 11:46 PM

Mar 11 2016

Mitchell Stokes (moguri) committed rB11e4558313f7: BGE: Fix animations when using VBOs (authored by Mitchell Stokes (moguri)).
BGE: Fix animations when using VBOs
Mar 11 2016, 4:45 AM
Mitchell Stokes (moguri) committed rB4af287fc9c3a: BGE: Fix memory leak in VBO code (authored by Mitchell Stokes (moguri)).
BGE: Fix memory leak in VBO code
Mar 11 2016, 4:45 AM

Feb 18 2016

Mitchell Stokes (moguri) accepted D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

Looks good to me.

Feb 18 2016, 5:00 AM · Game Engine

Feb 16 2016

Mitchell Stokes (moguri) added inline comments to D1802: World Material For The Game Engine.
Feb 16 2016, 8:34 PM · Game Engine
Mitchell Stokes (moguri) requested changes to D1802: World Material For The Game Engine.
Feb 16 2016, 4:14 AM · Game Engine

Feb 15 2016

Mitchell Stokes (moguri) added inline comments to D1802: World Material For The Game Engine.
Feb 15 2016, 8:10 PM · Game Engine

Feb 4 2016

Mitchell Stokes (moguri) accepted D1747: Update Recast version to 1.5.0.

Looks good to me.

Feb 4 2016, 6:54 PM · BF Blender

Jan 28 2016

Mitchell Stokes (moguri) accepted D1748: Expose new Recast partitioning methods for navmesh generation.

Looks good to me.

Jan 28 2016, 6:23 PM · BF Blender
Mitchell Stokes (moguri) added a comment to D1747: Update Recast version to 1.5.0.

As discussed on IRC, I'd like to see a file describing what versions the different libraries are at. It would also be nice to know any modifications (e.g., the inclusion of a C API) that needed to be made to the libraries so that those modifications can be re-applied in future updates as well.

Jan 28 2016, 6:17 PM · BF Blender

Jan 14 2016

Mitchell Stokes (moguri) added inline comments to D1690: BGE: Allow access to light shadow settings with python.
Jan 14 2016, 6:50 PM · Game Engine

Jan 9 2016

Mitchell Stokes (moguri) accepted D1690: BGE: Allow access to light shadow settings with python.
Jan 9 2016, 10:58 PM · Game Engine

Jan 3 2016

Mitchell Stokes (moguri) added a reviewer for D1690: BGE: Allow access to light shadow settings with python: Daniel Stokes (kupoman).
Jan 3 2016, 7:25 AM · Game Engine

Dec 30 2015

Mitchell Stokes (moguri) added a comment to D1690: BGE: Allow access to light shadow settings with python.

It looks like RAS_ILightObject already has a HasShadowBuffer() that we can use for KX_Light.shadowActive (maybe this should be renamed to KX_Light.hasShadowBuffer?).

Dec 30 2015, 8:21 PM · Game Engine
Mitchell Stokes (moguri) added a comment to D1690: BGE: Allow access to light shadow settings with python.

It should be possible to add member functions to RAS_ILightObject (and RAS_OpenGLLight) to get calculated values on the fly from GPULamp.

Dec 30 2015, 8:18 PM · Game Engine
Mitchell Stokes (moguri) added inline comments to D1690: BGE: Allow access to light shadow settings with python.
Dec 30 2015, 6:35 PM · Game Engine
Mitchell Stokes (moguri) added a reviewer for D1690: BGE: Allow access to light shadow settings with python: Brecht Van Lommel (brecht).
Dec 30 2015, 6:32 PM · Game Engine
Mitchell Stokes (moguri) requested changes to D1690: BGE: Allow access to light shadow settings with python.

Some of these could be really useful as RW attributes (e.g., shadow color), but that can be handled in a separate patch.

Dec 30 2015, 6:32 PM · Game Engine

Dec 10 2015

Mitchell Stokes (moguri) accepted D728: Better clock management.

Looks good to me.

Dec 10 2015, 6:15 PM · Game Engine

Dec 8 2015

Mitchell Stokes (moguri) committed rB964107fbce77: BGE code cleanup: Removing RAS_GLExtensionManager. (authored by Mitchell Stokes (moguri)).
BGE code cleanup: Removing RAS_GLExtensionManager.
Dec 8 2015, 4:33 AM
Mitchell Stokes (moguri) closed D438: BGE code cleanup: Removing RAS_GLExtensionManager. by committing rB964107fbce77: BGE code cleanup: Removing RAS_GLExtensionManager..
Dec 8 2015, 4:33 AM · Game Engine
Mitchell Stokes (moguri) abandoned D1661: BGE Rasterizer Cleanup.

I've talked with @Daniel Stokes (kupoman) and fixed up the issues he had with the revision. The commits have been pushed to master. Thanks to everyone that did a review!

Dec 8 2015, 4:08 AM · Game Rendering, Game Engine
Mitchell Stokes (moguri) committed rBfe2f3a131d96: OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data) (authored by Mitchell Stokes (moguri)).
OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)
Dec 8 2015, 4:06 AM
Mitchell Stokes (moguri) committed rB9d0330703333: BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti() (authored by Mitchell Stokes (moguri)).
BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()
Dec 8 2015, 4:06 AM

Dec 7 2015

Mitchell Stokes (moguri) added inline comments to D1661: BGE Rasterizer Cleanup.
Dec 7 2015, 11:27 PM · Game Rendering, Game Engine
Mitchell Stokes (moguri) updated D1661: BGE Rasterizer Cleanup.
Dec 7 2015, 12:55 AM · Game Rendering, Game Engine
Mitchell Stokes (moguri) updated D1661: BGE Rasterizer Cleanup.
Dec 7 2015, 12:53 AM · Game Rendering, Game Engine
Mitchell Stokes (moguri) retitled D1661: BGE Rasterizer Cleanup from BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti() to BGE Rasterizer Cleanup.
Dec 7 2015, 12:52 AM · Game Rendering, Game Engine
Mitchell Stokes (moguri) retitled D1661: BGE Rasterizer Cleanup from to BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti().
Dec 7 2015, 12:48 AM · Game Rendering, Game Engine

Dec 1 2015

Mitchell Stokes (moguri) added reviewers for D1652: BGE: Fix BL_ArmatureObject free when exiting the game engine : Porteries Tristan (panzergame), Campbell Barton (campbellbarton).

Adding @Porteries Tristan (panzergame) who introduced the bug and @Campbell Barton (campbellbarton) who is more knowledgeable about lib blocks, user counts, etc. than I am.

Dec 1 2015, 10:46 PM · Game Engine
Mitchell Stokes (moguri) added a comment to D1652: BGE: Fix BL_ArmatureObject free when exiting the game engine .

Maybe we need to re-evaluate rBd2fac7d

Dec 1 2015, 10:44 PM · Game Engine
Mitchell Stokes (moguri) added a comment to D1652: BGE: Fix BL_ArmatureObject free when exiting the game engine .

Will BKE_libblock_free() try to free m_objArma->data if m_objArma is passed into BKE_libblock_free()? If so, couldn't we just get rid of the first free?

Dec 1 2015, 10:37 PM · Game Engine

Nov 24 2015

Mitchell Stokes (moguri) added a comment to D728: Better clock management.

Added some notes. The logic seems sound, so now it's just a matter of making a good, clean API.

Nov 24 2015, 6:52 PM · Game Engine
Mitchell Stokes (moguri) requested changes to D728: Better clock management.

I'd like a chance to look over the new API and make sure it provides a good user experience. I'll try to get to a review soon.

Nov 24 2015, 6:39 PM · Game Engine

Nov 17 2015

Mitchell Stokes (moguri) added a comment to D1618: This branch contains a set of features aiming at mixing video stream with BGE scene as efficiently as possible. 1) Video capture with DeckLink cards 2) Video keying with DeckLink cards 3) Offscreen render....

I've done a cursory review, but overall this is quite a beast to review. Is it possible to split this into multiple revisions?

Nov 17 2015, 12:08 AM

Nov 16 2015

Mitchell Stokes (moguri) added a task to D1618: This branch contains a set of features aiming at mixing video stream with BGE scene as efficiently as possible. 1) Video capture with DeckLink cards 2) Video keying with DeckLink cards 3) Offscreen render...: T32175: bge.texture.ImageRender alpha channel returns 255 for every pixel.

I like some of the features such as the alpha changes (which should fix T32175). Some more offscreen rendering options sound nice too. However, the main goal of this branch (DeckLink support) seems very, very niche. Is this something we really want to support/maintain in official Blender releases? Is there a way to get the DeckLink specific code into a Python module that could be separate from the Blender/BGE codebase?

Nov 16 2015, 11:22 PM
Mitchell Stokes (moguri) added a revision to T32175: bge.texture.ImageRender alpha channel returns 255 for every pixel: D1618: This branch contains a set of features aiming at mixing video stream with BGE scene as efficiently as possible. 1) Video capture with DeckLink cards 2) Video keying with DeckLink cards 3) Offscreen render....
Nov 16 2015, 11:22 PM · Game Engine, Game Rendering

Nov 13 2015

Mitchell Stokes (moguri) added inline comments to D1569: BGE: fix animation waking up for suspended scenes..
Nov 13 2015, 11:05 PM
Mitchell Stokes (moguri) added a project to T46755: Animation gets broken (needs properer title).: Game Engine.
Nov 13 2015, 12:20 AM · Game Engine, Game Animation
Mitchell Stokes (moguri) reassigned T46755: Animation gets broken (needs properer title). from Mitchell Stokes (moguri) to Porteries Tristan (panzergame).
Nov 13 2015, 12:19 AM · Game Engine, Game Animation

Nov 5 2015

Mitchell Stokes (moguri) accepted D1601: BGE: Remove BL_ShapeActionActuator.

As long as you've tested converting an old blend file with a shape action actuator, then this looks good to me.

Nov 5 2015, 11:30 PM

Nov 4 2015

Mitchell Stokes (moguri) accepted D1607: BGE: Cleanup occlusion buffer in CcdPhysicsEnvironment.cpp.
Nov 4 2015, 7:09 PM

Nov 2 2015

Mitchell Stokes (moguri) added a comment to D1603: BGE: Remove KX_IPOActuator..

As long as we can still safely convert IPO/F-Curve actuators to Action actuators, I am fine with this patch.

Nov 2 2015, 7:47 PM

Oct 28 2015

Mitchell Stokes (moguri) added a comment to D1587: BGE: Fix T29820, T4588 : deactivate(actionactuator) and loop end mode with negative events..

I haven't tested this, but it looks like it would change the behavior of LOOP_END. It should loop until a negative event is received, then finish out the loop it's currently on, but not start another loop. With this patch, I don't see where we respond to negative events for ACT_ACTION_LOOP_END.

Oct 28 2015, 5:48 PM

Oct 26 2015

Mitchell Stokes (moguri) added a comment to T27484: Run-time command line options don't work in Multi-texture mode..

If there is no reply from @solarlune in one week, I think we can close this.

Oct 26 2015, 9:26 PM · Game Rendering, Game Engine

Oct 22 2015

Mitchell Stokes (moguri) accepted D1571: BGE: Fix issues with async libload..
Oct 22 2015, 8:20 PM
Mitchell Stokes (moguri) added a comment to D1572: BGE: New API to get 2D filter shader program.

One thing that makes me hesitant about this patch is that we are leaking OpenGL details through our interface. In other words, the Rasterizer is supposed to be generic, but this patch adds OpenGL specific details to it. I'm sure this is not the first case of this happening, but we are trying to move toward properly encapsulating all OpenGL behind the Rasterizer. This patch could be quite useful, so this may be okay in this case.

Oct 22 2015, 7:13 PM · Game Engine

Oct 21 2015

Mitchell Stokes (moguri) requested changes to D1571: BGE: Fix issues with async libload..

Mostly looks good. Just some minor tweaks. Also, was this tested with memcheck (Valgrind) and/or Helgrind?

Oct 21 2015, 11:00 PM
Mitchell Stokes (moguri) added a comment to D1572: BGE: New API to get 2D filter shader program.

Files in the GameLogic folder are not supposed to depend on Ketsji code. This is why you'll find some logic bricks in the Ketsji folder. Whether this design decision still makes sense is another issue.

Oct 21 2015, 10:48 PM · Game Engine
Mitchell Stokes (moguri) added reviewers for D1572: BGE: New API to get 2D filter shader program: Game Engine, Dalai Felinto (dfelinto), Daniel Stokes (kupoman).
Oct 21 2015, 8:13 PM · Game Engine

Oct 19 2015

Mitchell Stokes (moguri) added a comment to D1363: BGE: generic python callback list + replace KX_PythonSeq..

@Sergey Sharybin (sergey), do you still have any issues with this revision?

Oct 19 2015, 8:51 PM · Game Engine

Oct 17 2015

Mitchell Stokes (moguri) accepted D1562: BGE: Fix T46381 : last action frame not updated..

This approach is much better. I'm not a huge fan of BL_Action::InitMutux() and EndMutux() since this exposes details of BL_Action to the "outside world," but it is acceptable for now. In the future we might want to consider a utility class we can statically initialize to handle mutux init/end.

Oct 17 2015, 11:32 PM
Mitchell Stokes (moguri) requested changes to D1562: BGE: Fix T46381 : last action frame not updated..

I feel like this is a hack on top of a hack. If we clean up the hack introduced by rB362b25 and move UpdateIPO back into BL_Action::Update(), the issue should be fixed.

Oct 17 2015, 10:14 PM
Mitchell Stokes (moguri) closed D1378: Add rectangle and ellipse shape to spotlights.
Oct 17 2015, 10:09 PM
Mitchell Stokes (moguri) commandeered D1378: Add rectangle and ellipse shape to spotlights.
Oct 17 2015, 10:09 PM
Mitchell Stokes (moguri) accepted D1363: BGE: generic python callback list + replace KX_PythonSeq..

Some error message tweaks, but otherwise looks good to me.

Oct 17 2015, 10:04 PM · Game Engine

Oct 15 2015

Mitchell Stokes (moguri) requested changes to D1363: BGE: generic python callback list + replace KX_PythonSeq..

It looks like this new class does not define a get() method, but KX_PythonSeq did. This will break scripts that relied on KX_PythonSeq.get().

Oct 15 2015, 6:41 PM · Game Engine

Oct 12 2015

Mitchell Stokes (moguri) accepted D1507: BGE: Save screenshots in a different thread.

Testing with Valgrind (memcheck) and Helgrind would be nice. Otherwise, looks good to me.

Oct 12 2015, 8:13 PM · Game Engine

Oct 7 2015

Mitchell Stokes (moguri) added a comment to T42560: Multithreaded animations not reliable/bug?.

This may have been fixed by rB0d36233dd81c.

Oct 7 2015, 7:24 AM · Game Engine
Mitchell Stokes (moguri) closed T41536: 2.71 getActionFrame no longer returns frames accurately as "Resolved".
Oct 7 2015, 7:23 AM · Game Engine
Mitchell Stokes (moguri) committed rB0d36233dd81c: Fix for T41536: 2.71 getActionFrame no longer returns frames accurately (authored by Mitchell Stokes (moguri)).
Fix for T41536: 2.71 getActionFrame no longer returns frames accurately
Oct 7 2015, 7:23 AM
Mitchell Stokes (moguri) committed rB077b4ab846c3: Fix T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work (authored by Mitchell Stokes (moguri)).
Fix T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work
Oct 7 2015, 6:32 AM
Mitchell Stokes (moguri) closed T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work as "Resolved" by committing rB077b4ab846c3: Fix T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work.
Oct 7 2015, 6:32 AM · Game Engine

Oct 6 2015

Mitchell Stokes (moguri) added a comment to T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work.

@Campbell Barton (campbellbarton), it's in a local repo of mine. I'll try to remember to push it tonight.

Oct 6 2015, 8:04 PM · Game Engine

Oct 2 2015

Mitchell Stokes (moguri) added a comment to D1537: Fix T35606: Font object visible through object with Z transparency set at zero.

I'm not certain this is the correct fix. We need to figure out why the font objects are not interacting correctly with alpha polygons. How do fonts currently interact with the depth buffer?

Oct 2 2015, 10:58 PM · Game Engine

Sep 10 2015

Mitchell Stokes (moguri) accepted D1509: BGE: Recording of simulations should use fixed timesteps.

Looks good to me.

Sep 10 2015, 8:11 PM · Game Engine
Mitchell Stokes (moguri) added reviewers for D1467: Fix for the replace physics mesh bug: Game Engine, Game Physics, Angus Hollands (agoose77), Sergej Reich (sergof).
Sep 10 2015, 7:27 PM · Game Physics, Game Engine
Mitchell Stokes (moguri) added a comment to D1507: BGE: Save screenshots in a different thread.

Something that we'll need to think about as we use BLI_task in more and more places in the BGE, is how we want to instantiate the task scheduler and pools. Should there be a mostly global location (like KX_KetsjiEngine) where we do this, or should individual components be responsible for their own schedulers? In this case, I'm okay with the canvas having it's own since it doesn't need to manage task dependencies. It's really just using BLI_task as a higher-level threading API to launch one thread.

Sep 10 2015, 6:12 PM · Game Engine

Sep 9 2015

Mitchell Stokes (moguri) added a comment to D1507: BGE: Save screenshots in a different thread.

Overall, looks good to me; just some style preferences for more defensive programming. Have you made sure to test for new memory errors with something like Valgrind? I'm guessing you've also tested both the embedded player and the Blenderplayer?

Sep 9 2015, 8:11 PM · Game Engine

Aug 27 2015

Mitchell Stokes (moguri) added a reviewer for D1396: Fix T43033: VideoTexture module repeated loading of images causes memory leak: Jorge Bernal (lordloki).

@Jorge Bernal (lordloki), what do you think of this patch?

Aug 27 2015, 5:19 AM · Game Engine

Aug 25 2015

Mitchell Stokes (moguri) added a comment to D1396: Fix T43033: VideoTexture module repeated loading of images causes memory leak.

Has this been run through something like Valgrind's memcheck tool?

Aug 25 2015, 4:09 AM · Game Engine

Aug 24 2015

Mitchell Stokes (moguri) triaged T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work as "Confirmed" priority.

I have a fix for this, but it's non-essential so I'm waiting until we get back to bcon1-3.

Aug 24 2015, 6:09 AM · Game Engine

Aug 21 2015

Mitchell Stokes (moguri) committed rBAfa29de51d768: Game Engine Publishing: Integrated label checkbox (authored by Oren Titane (Genome36)).
Game Engine Publishing: Integrated label checkbox
Aug 21 2015, 5:45 AM
Mitchell Stokes (moguri) closed D741: Game Engine Publishing | Integrated label checkbox by committing rBAfa29de51d768: Game Engine Publishing: Integrated label checkbox (authored by Oren Titane (Genome36)).
Aug 21 2015, 5:45 AM · Game Engine
Mitchell Stokes (moguri) committed rBAdf00098a868a: Game Engine Publishing: Player creation code cleanup (authored by Oren Titane (Genome36)).
Game Engine Publishing: Player creation code cleanup
Aug 21 2015, 5:45 AM
Mitchell Stokes (moguri) closed D1455: Game Engine Publishing | Player creation code cleanup by committing rBAdf00098a868a: Game Engine Publishing: Player creation code cleanup (authored by Oren Titane (Genome36)).
Aug 21 2015, 5:44 AM · Addons, Game Engine

Aug 20 2015

Mitchell Stokes (moguri) added a comment to D723: Game Engine Publishing | Lib folder creation bug.

Please update your remaining patches to remove the author line. It causes a trivial conflict, but I cannot seem to get Arcanist to nicely merge it (it just bombs out).

Aug 20 2015, 8:43 AM · Addons, Game Engine
Mitchell Stokes (moguri) committed rBA6d145221a1ec: Game Engine Publishing | Lib folder creation bug (authored by Oren Titane (Genome36)).
Game Engine Publishing | Lib folder creation bug
Aug 20 2015, 8:34 AM
Mitchell Stokes (moguri) closed D723: Game Engine Publishing | Lib folder creation bug by committing rBA6d145221a1ec: Game Engine Publishing | Lib folder creation bug (authored by Oren Titane (Genome36)).
Aug 20 2015, 8:34 AM · Addons, Game Engine
Mitchell Stokes (moguri) accepted D723: Game Engine Publishing | Lib folder creation bug.
Aug 20 2015, 8:08 AM · Addons, Game Engine

Aug 14 2015

Mitchell Stokes (moguri) added a comment to D723: Game Engine Publishing | Lib folder creation bug.

Looks good. One minor tweak for clarity: the error should be "Could not add platforms, lib folder (%s) does not exist"

Aug 14 2015, 7:30 PM · Addons, Game Engine

Aug 12 2015

Mitchell Stokes (moguri) added reviewers for D1461: BGE: Skybox: Daniel Stokes (kupoman), Antony Riakiotakis (psy-fi).
Aug 12 2015, 10:22 PM · OpenGL / Gfx, Game UI, Game Rendering, Game Engine
Mitchell Stokes (moguri) accepted D741: Game Engine Publishing | Integrated label checkbox.

The new changes look good. We probably don't need RENDER_UL_assets in this patch since it has no functional change, and could go into a patch that actually changes the drawing behavior of the list.

Aug 12 2015, 1:55 AM · Game Engine
Mitchell Stokes (moguri) added a comment to D723: Game Engine Publishing | Lib folder creation bug.

The changes to PublishDownloadPlatforms are good, but I don't like the idea of PublishAutoPlatforms creating a folder. If it is creating a folder, that means there are no platforms to add, which could be a silent error (typo in the lib path causing no platforms to be found). Instead, I would prefer to report to the user that the lib path does not exist and to cancel the operator (return {'CANCELLED'}).

Aug 12 2015, 1:24 AM · Addons, Game Engine
Mitchell Stokes (moguri) added a comment to D741: Game Engine Publishing | Integrated label checkbox.

I feel the labels in addition to the check boxes clutter the UI. I think that the "Publish" label can be safely removed from the platforms list (tooltips can help people out here, but I find it should be intuitive). However, I'm not sure yet about the "Overwrite" labels in the Assets list. I'm also not sure if we want to move this check box into the list since it isn't really a enable/disable check box like the Platform one. If I disable the check box for an asset, it can still be copied, which feels unintuitive.

Aug 12 2015, 12:00 AM · Game Engine

Aug 11 2015

Mitchell Stokes (moguri) placed T45753: Keyframes created in Energy value of a Lamp creates a hidden Action up for grabs.

I'll leave this to others to determine what the expected behavior is. It sounds like a bug to me, but maybe it's just not an expected workflow outside of games.

Aug 11 2015, 12:30 AM · Animation, BF Blender

Aug 10 2015

Mitchell Stokes (moguri) accepted D1455: Game Engine Publishing | Player creation code cleanup.
Aug 10 2015, 11:15 PM · Addons, Game Engine

Aug 4 2015

Mitchell Stokes (moguri) added a comment to D1443: BGE: Added getActionName() function to KX_GameObject().

Why was this committed?

Aug 4 2015, 5:08 PM · Game Engine