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0.1.7
See also: #adc26b2.
Two vector operators are added into the vector material node, they are Reflect
and Multiply
. The last one simply gives a vector with the multiplied components of the input vectors. The first operator return the reflect vector where the first vector is the incident vector and the second vector the normal vector.
The UI of these two new operators is pretty simple:
See also: #61e0592.
Texture node now offers a lod bias input value. The lod bias is used to simulate a blur or to correct a too higher mipmapping. The node also lets the user uses a texture for the lod bias to create various blurred zones.
The UI of the node is now:
See also: #61e0592.
Time can be accessed in game thanks to the time node. This node offers the time since the game start with the time scale applied to it. It's UI looks like:
See also: #d6c42b7.
Environment lighting energy is now dynamic and can be set in python thanks to:
KX_WorldInfo.envLightEnergy
See also: bge.types.KX_WorldInfo.envLightEnergy and db1da8d.
As ray cast sensors, mouse over sensor has a mask property which select the set of objects to test for ray cast. This set contains the objects which collisionGroup & mask
returns true.
The sensor UI now looks:
See also: #5fa5a4c.
The user now have the possibility to debug the scene culling by setting a camera as the unique camera used for culling in a scene, this is called override culling.
Camera can be set to override from UI with the option of the name in the Camera
panel under Frustum Culling
:
This can also be done in python thanks to:
KX_Scene.overrideCullingCamera = camera
Example of scene debug:
See also: bge.types.KX_Scene.overrideCullingCamera and cc1a425.
Text object are now using a culling bounding box, so they can be culled to optimize a scene render. Their culling box is accessible as the other objects: KX_GameObject.cullingBox
.
See also: #425b8e1.
The frame time scale value is now exposed in both python and UI under the scene panel:
See also: #a819112.
Previously the last filter was forbidden to render to its custom off screen because we rely on this last filter to copy the final filter image to the screen. Now this restriction is erased.
See also: #addf9dd.
Materials used in a mesh but without any polygons using it are introducing performance decrease because of the material update. Now a message warns the user of this situation:
See also: #e7bcf5d.
If a keyboard sensor is writing to a text property the return key as now the effect to put a new line. This allows to add lines manually to a property used by a text object.
See also: #722c7ee.
Previously the object list in KX_Scene
for text objects and camera objects were incomplete, only the used or active objects were put in these lists. To have a consistent behavior with the light list, these lists now contains all the text or camera objects in the whole scene, active and inactive.
See also: #5e3c9c4 and a73b56b.
- Allow inlining moto functions. (see #84171aa)
- Implement OpenGL queries. (see #226e849)
- Cleanup option and flag management in KX_KetsjiEngine. (see #9e846ac)
- Increase display of debug options menu. (see #4fb6d3e)
- Implement CM_RefCount. (see #b14ecaa)
- Refactor non bullet culling management. (see #7ca8423)
- Refactor stereo render management. (see #d1a43fb)
- Avoid copy matrix on itself in ray test object transform computaton. (see #d42dcad)
- Fix negative text size. (see #533ea7a)
- Replace tuple by vector for KX_MouseActuator/KX_LightObject/KX_GameObject python functions. (see #d5cb769)
- Raise error for invalid bindCode in KX_2DFilter.setTexture. (see #7d057dc)
- Use texelFetch instead of texture2D and textureSize for depth transparency. (see #b97467d)
- Fix add of armatures in animated object list. (see #60d8ee8)
- Disable depth testing and write for filters. (see #863e4b5)
- Fix non-constant material and environment lighting. (see #5d62fb8)
- Fix duplication of display array bucket with shared storage info. (see #90933f2)
- Fix windows blenderplayer white loading background. (see #ebc91ed)
- Fix libloading of 2d filter actuator. (see #d06901e)