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Release notes version 0.2.4

tristan edited this page Sep 30, 2018 · 17 revisions

WORK IN PROGRESS

Photo release

New Features

Improved furstum culling

See also: 20e9ff0.

Optimized mesh memory model

See also: b6123cc.

Bullet multithreading

See also: 96148a6.

Dynamic object lighting layer

See also: c024480.

Light falloff

See also: b87fe29.

Color management

See also: 552bf8e.

Mesh duplication in python

See also: 1df87c0.

Mesh BVH in python

See also: 59d33db, b7105d0.

Scene on remove callback

See also: f62dca6.

Soft body UI settings

See also: 491ed27, ef6c5b4, b4b0e4c, 65ab238, 2bb2675, 45f9385.

Curve objects

Curve objects are now converted as empty objects KX_EmptyObject.

See also: cd9fa2b.

Invisible occluders

See also: fa68fed.

UI cleanups

See also: 6065fbd.

Default theme and startup file

See also: 08b0874.

Application directory

See also: 155b83a.

Application logo

As is indicated in the Blender web (https://www.blender.org/about/ logo/), the logo and the brand name Blender are not part of the GNU GPL, and can only be used commercially by the Blender Foundation on products, websites, and publications. Due to this the blender logo in applications is replaced by UPBGE logo.

See also: 1e5c590.

Bpy upbge version

See also 1450832.

Python component script template generation

See also: fba7bd3.

Python component UI improvements

See also: af46b84.

Python component security

See also: a98a2bd, b0e3a39, c80501f.

Blender addons

See also: 7188624.

GLSL versions

See also: bf69125.

Libload fixes

See also: 1acbbf7, 8765a15, 7f35889.

Compatibility issues

  • Rename async parameter from LibLoad as is a reserved word in Python 3.7. Now is named asynchronous. For example, you can use it this way now:
bge.logic.LibLoad(path, 'Scene', asynchronous=True)

See also: 1959ed2.

Refactor and Clean ups

  • Cleanup KX_NavMeshObject.[h/cpp]. (see b2293e9)
  • Cleanup KX_SteeringActuator.[h/cpp]. (see 615cdb0)
  • Use std::vector for path instead of float array for nav mesh. (see 86cf416)
  • Use slot to store information around display arrays in RAS_Deformer. (see 404070c)
  • Cleanup mesh layers info. (see 39ae7f9)
  • Replace display array modification flag by update client/server. (see 87a7e65)
  • Cleanup KX_Scene.[h/cpp]. (see 1973f22)
  • Remove Hungarian notation. (see 555e650)
  • Remove unused m_rootnode member in KX_Scene. (see a82e220)
  • Remove m_blenderGroupObject in KX_GameObject. (see 71dcfe6)
  • Use RAS_VertexFormatType to specify format in RAS_VertexData template. (see 091804c)
  • Implement template intantiation switch utility. (see f47a2dc)
  • Use BL_ConvertObjectInfo to store object conversion data. (see fe801b4)
  • Move ReplicateConstrains function in KX_GameObject. (see 4b4259c)
  • Replace SetProg by BindProg and UnbindProg in shaders. (see ec62b3e)
  • Don't allocate on heap KX_LodLevel. (see 45f9b46)
  • Encapsulate light update in KX_LightObject. (see e8a9322)
  • Rename KX_Light.[h/cpp] to KX_LightObject.[h/cpp]. (see ab265f6)
  • Cleanup python initialization. (see c83d50e)
  • Use vertex array object for RAS_OpenGLRasterizer::ScreenPlane. (see 3aa9b76)
  • Rename RAS_MeshObject to RAS_Mesh. (see a3957d7)
  • Renaming KX_MeshProxy to KX_Mesh and make it permanent. (see 92af8d6)
  • Rename BL_Blender* to BL_*. (see 271407c)
  • Rename BL_BlenderScalarInterpolator.[h/cpp] to BL_ScalarInterpolator.[h/cpp]. (see 95774a1)
  • Cleanup BL_ScalarInterpolator.[h/cpp]. (see a972f04)
  • Cleanup SG_Controller and subclasses. (see ad70ea4)
  • Move interpolator into SG_Controller. (see 7dfc5e2)
  • Factorize code in KX_IpoSGController::Update(). (see a8d9f40)
  • Unify SG_COntroller subclasses replication. (see 0ba4f91)
  • Use mat3 constructor from euler in KX_OrientationInterpolator. (see 6d876f1)
  • Remove unused KX_[Scaling/Position/Orientation]Interpolator. (see 3c8e4c4)
  • Remove redundant check in KX_IpoController::Update. (see 6141fa3)
  • Unify replication of interpolator in SG_Controller. (see cf48458)
  • Use std::unique_ptr in KX_GameObject. (see 5a546f6)
  • Use VBO and VAO for debug drawing. (see a23e65c)
  • Remove duplication of sg controllers. (see 863d1ce)
  • Don't allocate SG_Interpolator on heap. (see c0d24cf)
  • Pass show boundingbox/armature flags to KX_Scene::DebugDraw. (see b4324ae)
  • Use CM_ListRemoveIfFound in SCA_IObject. (see 48e2862)
  • Use std::unique_ptr for event managers in SCA_LogicManager. (see 0414529)
  • Rework the way of load the game controller database (see 03e07a5)
  • Various cleanup in syntax. (see c960fe0)
  • Remove SG word in SG_Node function. (see 06e8f2a)
  • Simplify SG_Controller interaction with SG_Node. (see 96567f2)
  • Use template function for PyObjectFrom. (see 8b68754)
  • Use member function in EXP_ListWrapper. (see 99455b2)
  • Don't use heap for BL_ScalarInterpolator in BL_InterpolatorList. (see 096e566)
  • Move camera zoom setting in BL_Converter and RAS_CameraData. (see 3257be1)
  • Don't directly allocate on heap RAS_MeshSlot. (see 822bd35)
  • Use debug draw directly in KX_Scene and KX_KetsjiEngine. (see e613636)
  • Simplify RAS_Rasterizer::SetViewMatrix. (see 11be475)
  • Move RAS_Deformer in RAS_MeshUser. (see d2e0374)
  • Avoid unneeded dynamic_cast. (see 06e4dd9)
  • Move SG_Controller entirely in BL_Action. (#708) (see 8df1a72)
  • Avoid updating polygon offset if the previous state is same. (see 462e36b)
  • Replace LA_System by a simple clock. (see 3ed74ca)
  • Avoid calling glGetUniformLocation while setting a uniform through BL_Shader. (#733) (see 18e5a96)
  • Cleanup KX_Camera constructor. (see 8f3ae99)
  • Add upbge version info to stats (#767) (see 727c1fb)
  • Use mathfu types (see #844d9, 11e3f98, 44186f7, 179edd8, 1e658ce, 3e11751, 3f0e7b8, ca264cb)
  • Replace float tuple by mathutils.Vector in python documentation. (see 432ec8f)
  • Remove unused variable in obstacle simulation. (see b53c8bf)
  • Avoid explicit allocation on heap of physics debug drawer. (see 99feb54)
  • Refactor exit code managment. (see 2413cd4)
  • Avoid redundant state call to GL_CULL_FACE. (see 9fb0a3b)
  • Simplify texture blurring. (see f1e625c)
  • Rename RAS_IPoly[gon]Material to RAS_IMaterial. (see fcbde82)
  • Clarify globalDict setting. (see 3ce5565)

Bug Fixes

  • Fix channel update of duplicated armatures. (see eb0374a)
  • Fix uninitialized bounding box. (see cafd183)
  • Fix softbody cluster collision: set mass before creating cluster. (see 4a45419)
  • Fix reference counting of module items. (see 77464fb)
  • Use aligned allocator for RAS_BoundingBox::DisplayArraySlot. (see a99d456)
  • Fix sys.path/meta_path/modules not restored at game end. (see 6a5f431)
  • Fix conversion of color layers. (see 48ad207)
  • Use ARB OpenGL for functions higher than 3.0. (see ae062f8)
  • Reset mouse look actuator position on negative event. (see c36bc67)
  • Re-enable 8th UV and color layer in ConstructArray. (see 351f778)
  • Fix ray cast with xray and property filtering. (see 2c93233)
  • Fix early bail for object activity culling. (see 69d9d10)
  • Fix deletion of mathutils types in blenderplayer python. (see 646ae9d)
  • Restore and move IsNegativeScaling in SG_Node. (see ed78298)
  • Fix KX_GameObject::NodeSetGlobalOrientation. (see aef8773)
  • Fix group replication. (see af34951)
  • Fix UV and color update for deformer display array. (see f17538d)
  • Fix object auto bounds update. (see ba30dbb)
  • Fix FuzzyZero for very small vectors. (#664) (see aac6b53)
  • Fix for bug #746 Navmesh related (#752) (see 8c94a3f)
  • Fix some OSX compilation errors related to mathfu. (see 7a791c9)
  • Fix mathutils callbacks registration. (see f30d10d)
  • Fix gl_Color. (see 26c128f)
  • Set audiorate to 48000Hz by default (see 6e8870b)
  • Fix orthographic camera getScreenRay. (see 229ff4e)
  • Fix navmesh rebuild after mesh replacement. (#778) (see 5b8cb1e)
  • Fix bge.render.[get/set]Vsync. (#834) (see dbff6df)
  • Fix geometry instancing ligthing. (#847) (see e2fde22)
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