Jul 12 2018
@ Jacob Merrill
Hi Thanks for your reply.
I am not sure now, if they now really want to change the whole UI and Game logic,
as some mention since years, but it never happens. "Next major Update" When is this. There been allready a few major updates.
There is a new Interview with Ton Roosendaal where he talks about new stuff, https://www.youtube.com/watch?v=qJEWOTZnFeg
but still not sure, if the gamelogic will change that soon or work simple with a node system, there will need to be an action system, as it has right now.
I dont think, they will leave it for coding only with nodes.
And maybe it will be a mix of both again, but i think, right now, no one has really a picture of it, how you can make the game logic efficiency but simple.
I can figure, it should be able to combine a lot things, and can link a lot together, like whole functions of animations and physical behavior.
But how to code that.
Anyway, i going to take a look into the UpBge, and see how things will turn out.
Thanks for the report, but BGE has been removed from blender2.8 (feature will be brought back in a different way), so time to archive.
Jul 10 2018
Upbge is quite active - with recently adding support for multiple render targets, bullet 3, and much more.
Jul 9 2018
For feature requests and ideas, please use https://blender.community/c/rightclickselect/.
May 21 2018
here is upbge updated to 2.79c Or whatever master was 1.5 weeks ago or so.
lordloki contributed to upbge yesterday.
BGE bug reports are redundant at this point. The next version of Blender (2.8) will not have a game engine so reporting bugs will not be beneficial. I'd suggest you use UPBGE, although I'm pretty sure that the project is dead now because all the developers have left. You may need to look into developing on a new platform such as Godot Engine, Unreal Engine, or Unity. Farewell BGE!
May 2 2018
Apr 30 2018
Apr 21 2018
In version 2.76 or below work without no shadows this prove its a BUG in 2.76a and new versions for shadows not work it crash
Apr 19 2018
I resume a blend to enemies and player have all lights and with shadows enable on render properties animations of player stay fine can walk running all fine.But with no shadows crash animations and game after. The problem is here. I try before erase material from player and nothing.
Apr 18 2018
I discover today if i made arm(mesh of player) to invisible can play normally with no shadows but lost weapon and obviously animation too.
please stop triaging your own ticket, I put it to the right status for you, in the future just leave it be, the people triaging the tracker will assign it for you.
Apr 17 2018
Apr 16 2018
@Max Voss (max12345) the content was basically duplicated between the manual and the api docs so in rBee2aa319821fdf8be869fc2800711d01b6350f41 and rB73dfd3d38241735c7182862cd43a6fb5df6e054b I merged the two documents into the API docs. Now we will have one place to keep this information.
Maybe I missed something, but why is this being done?
Apr 15 2018
More than a week passed without a reply.
Apr 13 2018
another workaround is to disable Wayland:
add "WaylandEnable=false" in /etc/gdm/custom.conf under the [daemon] field, or run:
Apr 6 2018
I guess we really need the .blend file to look into this, marking as incomplete until the file is uploaded here
Mar 29 2018
- Updates and some self review
More than a week passed without a reply.
Mar 20 2018
Follow up, my ticket might have lack details. The problem is that the mouse used to be looked to the viewer using ""mouse look" script.
Mar 19 2018
Please specify all information requested on the bug submission form:
Mar 18 2018
Mar 15 2018
Hmmm. Make sure that your camera isn't scaled. Select your camera and press Alt+S. Also, is your door part of the wall or is it a separate object?
Mar 14 2018
Try entering edit mode on the wall and selecting everything and pressing Ctrl+T. It will triangulate everything. The Blender Game Engine converts everything to tris before the game starts and it uses a bad method.
Mar 13 2018
Mar 7 2018
a temp workaround is to place a object that is a mouse representative,
use simpleMouse or your own code to manage your own X offset and Y offset from frame to frame,