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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/scene.c
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c66
1 files changed, 0 insertions, 66 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index ee60a9b9f4d..e94a722ca28 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -112,7 +112,6 @@
#include "bmesh.h"
const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
-const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
const char *RE_engine_id_BLENDER_CLAY = "BLENDER_CLAY";
const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE";
const char *RE_engine_id_BLENDER_WORKBENCH = "BLENDER_WORKBENCH";
@@ -351,7 +350,6 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, int type)
sce_copy->r.views = rv;
sce_copy->unit = sce->unit;
sce_copy->physics_settings = sce->physics_settings;
- sce_copy->gm = sce->gm;
sce_copy->audio = sce->audio;
if (sce->id.properties)
@@ -767,59 +765,6 @@ void BKE_scene_init(Scene *sce)
srv = sce->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
- /* game data */
- sce->gm.stereoflag = STEREO_NOSTEREO;
- sce->gm.stereomode = STEREO_ANAGLYPH;
- sce->gm.eyeseparation = 0.10;
-
- sce->gm.dome.angle = 180;
- sce->gm.dome.mode = DOME_FISHEYE;
- sce->gm.dome.res = 4;
- sce->gm.dome.resbuf = 1.0f;
- sce->gm.dome.tilt = 0;
-
- sce->gm.xplay = 640;
- sce->gm.yplay = 480;
- sce->gm.freqplay = 60;
- sce->gm.depth = 32;
-
- sce->gm.gravity = 9.8f;
- sce->gm.physicsEngine = WOPHY_BULLET;
- sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
- sce->gm.occlusionRes = 128;
- sce->gm.ticrate = 60;
- sce->gm.maxlogicstep = 5;
- sce->gm.physubstep = 1;
- sce->gm.maxphystep = 5;
- sce->gm.lineardeactthreshold = 0.8f;
- sce->gm.angulardeactthreshold = 1.0f;
- sce->gm.deactivationtime = 0.0f;
-
- sce->gm.flag = 0;
- sce->gm.matmode = GAME_MAT_MULTITEX;
-
- sce->gm.obstacleSimulation = OBSTSIMULATION_NONE;
- sce->gm.levelHeight = 2.f;
-
- sce->gm.recastData.cellsize = 0.3f;
- sce->gm.recastData.cellheight = 0.2f;
- sce->gm.recastData.agentmaxslope = M_PI_4;
- sce->gm.recastData.agentmaxclimb = 0.9f;
- sce->gm.recastData.agentheight = 2.0f;
- sce->gm.recastData.agentradius = 0.6f;
- sce->gm.recastData.edgemaxlen = 12.0f;
- sce->gm.recastData.edgemaxerror = 1.3f;
- sce->gm.recastData.regionminsize = 8.f;
- sce->gm.recastData.regionmergesize = 20.f;
- sce->gm.recastData.vertsperpoly = 6;
- sce->gm.recastData.detailsampledist = 6.0f;
- sce->gm.recastData.detailsamplemaxerror = 1.0f;
-
- sce->gm.lodflag = SCE_LOD_USE_HYST;
- sce->gm.scehysteresis = 10;
-
- sce->gm.exitkey = 218; // Blender key code for ESC
-
BKE_sound_create_scene(sce);
/* color management */
@@ -1605,11 +1550,6 @@ bool BKE_scene_uses_blender_internal(const Scene *scene)
return BKE_viewrender_uses_blender_internal(&scene->view_render);
}
-bool BKE_scene_uses_blender_game(const Scene *scene)
-{
- return BKE_viewrender_uses_blender_game(&scene->view_render);
-}
-
bool BKE_scene_uses_blender_eevee(const Scene *scene)
{
return BKE_viewrender_uses_blender_eevee(&scene->view_render);
@@ -1778,12 +1718,6 @@ bool BKE_viewrender_uses_blender_internal(const ViewRender *view_render)
return STREQ(engine_id, RE_engine_id_BLENDER_RENDER);
}
-bool BKE_viewrender_uses_blender_game(const ViewRender *view_render)
-{
- const char *engine_id = view_render->engine_id;
- return STREQ(engine_id, RE_engine_id_BLENDER_GAME);
-}
-
bool BKE_viewrender_uses_blender_eevee(const ViewRender *view_render)
{
const char *engine_id = view_render->engine_id;