[x] Find why KX_GameObject.updatePhysicsShape sometimes needs several frames to update.
So this is not updatePhysicsShape the issue. This is that when you replace gfx, it needs several frames? Or when you add an object?
A note was added to the release notes: bpy.context.view_layer.update() can be called before updatePhysicsShape() if we don't want to wait.
[x] Recover ReplaceMesh use GFX/use physics.
[x] Improve profile (remove some things from rasterizer and add it in other categories)
[x] Clean up unused actuators.
I have 1 commit :D
but your list looks great.
only a few additions
investigate using cycles or rtx to get at ATAA
accelerate vertex skinning with a game optimized armature modifier
a new blend type for alpha for water
render 1 time opaque (to get SSR) - render again alpha - (to get at refraction)
mix the two using Fresnel
-blur pass on alpha hashed materials
I'm not a committer and i don't have enough experience for helping in development and upgrade upbge but i have searching how the other softwares manage the LOD Fade effect and the unity methods seems well documented if this can help
workspace UI proposal for game logic

I'd personally include the text editor in the opened things
I did this start blend mock-up

This mock-up include a new Game Engine workspace
OK, I don't really know how to activate eevee viewport shading to rendered from start. It always start in solid mode:

I like the first version without the file browser, but in solid mode. Else, I won't replace the point with a sun (but i don't really mind). I'm ok with the first version in solid mode.
Closing the issue to make it not visible from tracker list. As it is pinned this is not a problem as it is showed in Top part.
Concerning LibLoad, I get very low framerates and strange behaviour (some code not working, being applied at wrong times for example) when loading a file with the Game Actuator.
What would be the best way to completely jump to another .blend file at runtime?
Currently using a 0.3.0 build from April 17th
I tried to rework a bit on game actuator and we merged some work 13 days ago: https://github.com/UPBGE/upbge/pull/1191
@IzaZed : you can try with a more recent upbge 0.3 and if you have some bugs, you can report issues with the most simple test files you can (if possible without using logic nodes addon)
It's good in recent builds 馃憤
calling python LibLoad still results in an ACCESS VIOLATION, but I think that's a known one
LibLoad has been replaced with scene.convertBlenderObject/scene.convertBlenderCollection, I won't work on it. If someone wants to work on it, the old code is still there but as we have convertBlenderObject/convertBlenderCollection and that we can use bpy.ops.wm.append or import_mesh_ply or import objects from different files types or another .blends then convert it into gameobjects, it seems to me that libload is not needed anymore. For Async, we'll maybe try to find something but with the new system (not with libload unless someone wants to put his hands in this extremely complex code).
I think import alembic is multithreading and asynchronous. I have to check it
another thing to consider - the new intel threaded container type should help us potentially - maybe we can use it in a few places?
Why not the same design that 0.2.5 have?
OK, I don't really know how to activate eevee viewport shading to rendered from start. It always start in solid mode:
Why not the same startup design that 0.2.5 have? Because it's already well known and tested. From my experience teaching upbge, more tabs opened by default may cause confusion for the very beginners. Thanks for your work! :)
there will be a chance to have all deform modifiers working in UPBGE during the game? it would be a great help instead of animate all with armature and shape key which is a boring long procedure
deform modifiers are working during runtime in upbge 0.3
could we make a way to overide the texture a modifier is using with another image buffer?
for instance replace a static image with a video texture?
youle31 i mean UPBGE not with blender and eevee
i tried today with cast, lattice, also displace, they keep the modified shape but don't animate during the playmode
Hi @Trample-ingame ,
Currently, we have not planned new development for Upbge 0.2.5. At this moment we will put several easier fixes on it but all the new development will go over Upbge 0.3.
This issue is a collection of ideas for 0.3.
ah :( , so about 0.3 i want to say, i honestly think the old blender is more intuitive and blender internal /render was very fast to create materials with texture and set texture parameters at once in 10-20 seconds and get some very cool stuff, now in the new one i don't even know where to touch, if the property layout would had meant to be closer to the old blender it'd had be much easier to use it, i still don't understand why blender 2.8 it's like a now software with new icons that confusing me in search of tools, i tried sometime to use the new blender but i go back after 10 minutes, i want to switch to the new lite eevee render mode but it's like i have to learn a new software with scene and materials creation much longer with nodes :/ it's stressing, also i'm waiting to have 0.3 much more stable,
i don't know how easy it is but you could improve the conversion of materials and texture to cycle to reproduce the exact same effect i have in blender internal when for example i set normals, alpha, influence color and hardness to a single texture, i tried it and the result was horrible, at least i wouldn't have to rebuild all materials of my games, it would be so stressful
ah :( , so about 0.3 i want to say, i honestly think the old blender is more intuitive and blender internal /render was very fast to create materials with texture and set texture parameters at once in 10-20 seconds and get some very cool stuff, now in the new one i don't even know where to touch, if the property layout would had meant to be closer to the old blender it'd had be much easier to use it, i still don't understand why blender 2.8 it's like a now software with new icons that confusing me in search of tools, i tried sometime to use the new blender but i go back after 10 minutes, i want to switch to the new lite eevee render mode but it's like i have to learn a new software with scene and materials creation much longer with nodes :/ it's stressing, also i'm waiting to have 0.3 much more stable,
i don't know how easy it is but you could improve the conversion of materials and texture to cycle to reproduce the exact same effect i have in blender internal when for example i set normals, alpha, influence color and hardness to a single texture, i tried it and the result was horrible, at least i wouldn't have to rebuild all materials of my games, it would be so stressful
it's actually very easy to use - the principled node can describe almost any material.
if you don't get hooked on it 0.2.5 repo exits if you want to do PR for it. (pull requests)
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I did this start blend mock-up

This mock-up include a new Game Engine workspace