[Soc-2013-dev] Weekly Report #7

Daniel Stokes kupomail at gmail.com
Sat Aug 3 06:57:55 CEST 2013


Oops, forgot the project title in the subject. This is for BGE LoD and Bug
Fixing.


On Fri, Aug 2, 2013 at 9:56 PM, Daniel Stokes <kupomail at gmail.com> wrote:

> == Progress ==
> I started this week by doing some touch up on the level of detail work
> from earlier this summer and submitting a patch for it to the code review
> site:
> https://codereview.appspot.com/12216043/
>
> Overall bug hunting this week didn't go so well.
>
> Added some documentation to the wiki to close 2 reports:
> [#26391] Collision sensor fails to get triggered when colliding a Softbody
> in GameEngine<https://projects.blender.org/tracker/index.php?func=detail&aid=26391&group_id=9&atid=306>
> [#29792] bge.constraints 6DoF parameters (stiffness,damping,angle limit)
> has no/strange influence<https://projects.blender.org/tracker/index.php?func=detail&aid=29792&group_id=9&atid=306>
>
> Closed the following 3 bug reports for the reasons noted in the reports:
> [#27265] 2.57b GE: Updating of debug Property display from linked scenes
> not working<https://projects.blender.org/tracker/index.php?func=detail&aid=27265&group_id=9&atid=306>
> [#32767] Object Properties do not hold correct values<https://projects.blender.org/tracker/index.php?func=detail&aid=32767&group_id=9&atid=306>
> [#36329] Character physics type doesn't react to actuator?<https://projects.blender.org/tracker/index.php?func=detail&aid=36329&group_id=9&atid=306>
>
> I have investigated 6 other reports:
> [#29474] getScreenRay returns wrong objects with orthographic camera<https://projects.blender.org/tracker/index.php?func=detail&aid=29474&group_id=9&atid=306>
> As far as I can tell, this should work. However, adding a glReadPixels to
> get the depth buffer for the gluUnProject in the getScreenVect function
> that getScreenRay relies one does appear to correct the problem. The
> problem with this solution is that glReadPixels was originally removed from
> this function to fix another bug, and it also causes an OpenGL sync that
> would be best to avoid.
> [#32175] bge.texture.ImageRender alpha channel returns 255 for every pixel<https://projects.blender.org/tracker/index.php?func=detail&aid=32175&group_id=9&atid=306>
> This bug requires the use of a framebuffer with alpha bits. This feature
> was added, but later removed in order to fix a bug. I have not yet done the
> necessary follow up to figure out if we can have a framebuffer with alpha
> without introducing bugs.
> [#32470] localPosition giving world coordinates<https://projects.blender.org/tracker/index.php?func=detail&aid=32470&group_id=9&atid=306>
> This one seems kind of nasty. When a parent child relationship is
> converted, the child's local transforms are not set. However, setting the
> value during conversion seems to cause extra transformations to occur so
> that the scene may not match between the viewport and the game engine,
> which would be confusing and would break some existing set ups. I could
> have screwed up the math here, so another look could be worthwhile.
> [#33215] KX_MeshProxy.transformUV() argument ValueError<https://projects.blender.org/tracker/index.php?func=detail&aid=33215&group_id=9&atid=306>
> Fortunately this one looks simple, I just need to get in contact with
> Campbell to ask him some questions about the features that raise the error
> described in the report.
> [#35454] Setting parameters on joints with softbodies causes blender to
> crash<https://projects.blender.org/tracker/index.php?func=detail&aid=35454&group_id=9&atid=306>
> This one occurs because the constraint wrapper only half supports soft
> bodies. It will set up a relationship with a soft body, but it is not a
> constraint and therefore returns an invalid constraint id to the wrapper.
> Then when the wrapper tries to use the invalid constraint id, the crash
> occurs. I have a patch that raises python exceptions whenever the wrapper
> tries to perform an operation with an invalid id (and notes that this
> occurs with soft bodies), but I am not sure yet if this is the best
> approach to handle this report.
> [#18987] alignAxisToVect() Factor Bug<https://projects.blender.org/tracker/index.php?func=detail&aid=18987&group_id=9&atid=306>
> We seem to have a lot of reports like this one. Not really a bug, but
> something should probably be done. I have a patch that adds a note to the
> function's documentation that points out that factor can cause undesired
> behavior at angles near 180 degrees. I spent some time today figuring out
> how to generate the docs to test my patch, and now I just need to double
> check if this is the way we want to deal with this report.
>
> For these reports I will be talking with my mentor and some of the other
> developers to see how to best resolve them.
>
> I have also flagged the following 2 reports for closing in one week for
> the reasons noted in the reports:
> [#19016] "Real" armature modifiers not working<https://projects.blender.org/tracker/index.php?func=detail&aid=19016&group_id=9&atid=306>
> [#19277] Mesh deform in views but not in game player, armitage moves
> parented objs though<https://projects.blender.org/tracker/index.php?func=detail&aid=19277&group_id=9&atid=306>
>
> This leaves only 5 reports closed with 8 in progress. There were other
> reports that I looked at but I didn't start recording incomplete reports in
> my log until later in the week, though I did post comments in reports as I
> made discoveries. I spent a fair amount of time digging through game
> engine's physics code trying to solve bugs, but I did not have much success
> there (though I got a good tour of that part of the code base chasing these
> bugs).
>
> == Next Week ==
> Since I am not doing so well with the bug hunting, next week I will work
> on some of the community requested features. The first one I plan to work
> on is getting the displace modifier working in the blenderplayer (this is
> also reported as a bug). This requires some code reshuffling that could
> potentially lead to procedural texture support in the game engine. I plan
> to investigate the feasibility of adding procedural texture support, and if
> it looks reasonable I will work on that. Otherwise I will move on to other
> requested features as deemed appropriate by my mentor and other BGE
> developers.
>
> I also plan to follow up on some of the investigated reports mentioned in
> the progress section, especially the last three listed.
>
> == Questions/Problems ==
> See the investigation results above :P
> I will also be contacting some people specifically about some questions.
>
> Hopefully next week is more successful.
>
> Regards,
> Daniel Stokes
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/soc-2013-dev/attachments/20130802/1a33c6a7/attachment.htm 


More information about the Soc-2013-dev mailing list