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2009-05-11Tilt option to tilt the camera (for planetarium domes)ge_domeDalai Felinto
2009-05-11merge -r 19528-HEAD (20156)Dalai Felinto
starting dome test period again :) (i.e. not over committing in the trunk)
2009-05-11Fix Makefiles for gameengine.Diego Borghetti
2009-05-11BGE: Add MT_Vector3 support for Py attribute macro system. See ↵Benoit Bolsee
KX_PYATTRIBUTE_VECTOR_...
2009-05-11Another Noise Tool svn commit is complaining about mixed line endings so ↵Campbell Barton
after 16 attempts I wont include the full message
2009-05-11Fix for bug #18683: GLSL refresh issue when adding lamp. There's stillBrecht Van Lommel
cases where this goes wrong, as noted in the release logs, this is just a temporary fix, in 2.5 can solve it properly with notifiers.
2009-05-11going out on a limb and removing this without asking anyone.Campbell Barton
nobody seriously uses this format for graphics these days, and if they did, the export from blender is unlikely be to be useful, its just different views of the mesh edges projected into a 2D xfig file (quantized to int's too).
2009-05-112D Cutout Image ImporterCampbell Barton
from Kevin Morgan (forTe) imports images as quads in the 3D view made some changes - images that fail to import give an error popup rather then a script error - extension input is only shown for batch directory importing - extension comparison is now case insensitive - importing images from "/" failed, (bug in Blender.sys.dirname), use os.path.dirname since os is needed for batch import in other places. - disable Esc for quitting because escaping from the file selector would quit the script too.
2009-05-11bolt wizard from Aaron Keith (Spudmn), edits from Brendon and myself.Campbell Barton
Minor changes are... - default size is smaller then it was but still too big IMHO, presets are huge. - deselect all objects and make the new bolt active - place the new bolt at the 3D cursor location
2009-05-11new script to copy the active object to all other selected objects ↵Campbell Barton
transformation. When turning many assets into DupliGroups there was no way to do this other then manually copying the loc/size/rot for each object manually.
2009-05-11update script templates for new BGE api attributes Campbell Barton
2009-05-11use the same sequence mapping types as CListValue, hopefully this means it ↵Campbell Barton
will build on different python versions
2009-05-11Linux compilation problemBenoit Bolsee
2009-05-11Linux compilation problem, better fixBenoit Bolsee
2009-05-11changes to get benoits logic updates building on scons with gccCampbell Barton
2009-05-11BGE performance, 4th round: logicBenoit Bolsee
This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
2009-05-10remove unneeded vars and wasn't returning on some errorsCampbell Barton
2009-05-10deprecate controller.getActuator(name) and controller.getSensor(name) forCampbell Barton
controller.actuators[name] and controller.sensors[name] Made a read-only sequence type for logic brick sensors and actuators which can access single items or be used like a list or dictionary. We could use a python dictionary or CValueList but that would be slower to create. So you can do... for s in controller.sensors: print s print controller.sensors["Sensor"] print controller.sensors[0] sensors = list(controller.sensors) This sequence type keeps a reference to the proxy it came from and will raise an error on access if the proxy has been removed.
2009-05-10BGE Dome: Reducing FBO size to warped meshes.Dalai Felinto
Commit 20099 started using a FBO way too big. According to Paul Bourke this is how it's done in other Engines: Projectors HD: 1920x1050 - buffersize = 1024; FBO size = 2048 1400x1050 - buffersize = 1024; FBO size = 2048 Projectors XGA: 1024x768 - buffersize = 512; FBO size = 1024 Now in Blender Game Engine we are using: Projectors HD: 1920x1050 - buffersize = 1050; FBO size = 2048 1400x1050 - buffersize = 1050; FBO size = 2048 Projectors XGA: 1024x768 - buffersize = 768; FBO size = 1024 (I guess I should be committing code to the ge_dome branch instead of the trunk. I feel bad doing all those adjustments in a hurry to 2.49 final release in the trunk. That is ok, right?)
2009-05-10BGE Dome: Allowing FOV different from 180º for Truncated DomesDalai Felinto
*) a small note: In the end it turned out that we have upright and downright domes out there. So I may rearrange the order of the gui later: (1 = fisheye, 2 = truncated up, 3 = truncated down, 4 = envmap, 5 = spherical panoramic) I don't plan to do a doVersion() for that, so if you are using it already keep in mind that the modes may change before 249 final release.
2009-05-09Methods didn't check for zombies which could crash in the case where a ↵Campbell Barton
method for an object is kept. func = ob.getMass ...remove ob... func() # crash 2 More refcount fixes spotted by Benoit too
2009-05-09More refcount errors spotted by Benoit, one with python getting a list item ↵Campbell Barton
so scene.objects["OBfoo"] would always mess up refcounts.
2009-05-09BGE: repair soft body - include this in RC2 pleaseBenoit Bolsee
2009-05-09refcounting bugfix, gameOb.getParent() and gameOb.parent both added a ↵Campbell Barton
reference when they should not have.
2009-05-08Fix Copy & Paste not working inside Blender.Diego Borghetti
My last patch remove the code that check if Blender is the owner of the selection, that is why stop working.
2009-05-08BGE Dome: Truncated Dome are back (Upright and Downright) + ↵Dalai Felinto
GLEW_EXT_framebuffer_object check before generating FBO After last commit (20099) warping meshes got slower (more quality == less performance). Since we don't need an extra warping for truncated domes, It's better to handle them directly in openGL without the need of warping it. I'll talk with some Dome owners to see if we need both Upright and Downright modes. I may remove one of them by 2.49 them. *) also: a proper GLEW_EXT_framebuffer_object check before generating FBO (for warping meshes). **) next in line (maybe after RC2): tilt option to tilt the camera up to 90º upward.
2009-05-08Second fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give ↵Janne Karhu
me a crash during render
2009-05-08BGE Python owned proxies had a problem being decref'd twice, this would ↵Campbell Barton
crash on freeing KX_Vertex/Poly Proxy types when python was compiled with debug options enabled. add_mesh_torus.py wasnt tested from update, will go through all edited scripts and test :\
2009-05-08BGE Dome: Implementation of FBO to handle warp mesh rendering.Dalai Felinto
We are using an image twice as big to render the fisheye before warping. It'll slow down warping meshes a little, but we get way more resolution. Therefore I will bring Truncated Dome mode back in order to avoid using warping mesh for that.
2009-05-07BGE: unfortunately VA+list still doesn't work on ATI card, so put a specific ↵Benoit Bolsee
check for ATI.
2009-05-07[#18645] Texture painting smudge brush darkens images - 2.49RC1Campbell Barton
not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down. - added gameOb.attrDict to get the internal gameObject dict. - mesh.getVertex wasnt setting an exception.
2009-05-07BGE performance, 3rd round: culling and rasterizer.Benoit Bolsee
This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
2009-05-07python3 compatibility for the BGE api, this only works with scons when ↵Campbell Barton
WITH_BF_NOBLENDER is enabled. Mathutils, Geometry and BGL modules are currently disabled with python3
2009-05-07smudge on float images crashedCampbell Barton
2009-05-07python is not being very helpful!Campbell Barton
It seems 2.5 gives the version as a string, 2.6 as ints
2009-05-07[#18702] FBX exported hemi light crashes mayaCampbell Barton
- bugfix, off by 1 when clamping lamp types, caused blender to write an invalid lamp type - error in last commit (renamed function)
2009-05-07use the python version scons is running with by default on linux, will make ↵Campbell Barton
it easier for people with new distros that only come with python 2.6
2009-05-06[#18681] Mousesensor Over doesn't work in ortho mode of 3dview cameraCampbell Barton
bugfix, the clip near/far are scaled up for some reason, so use a range between 0 - clipfar for now.
2009-05-06moved py controller functions from SCA_PythonController to SCA_IController - ↵Campbell Barton
the base controller class so python can get the sensors & actuators from any controller (not just SCA_PythonController types) also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes. an example of getting every sensor connected to an object. all_sensors = [s for c in ob.controllers for s in c.sensors]
2009-05-06Fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a ↵Janne Karhu
crash during render
2009-05-06[#18328] FBX exporter not exporting multi-texture materials properlyCampbell Barton
even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material.
2009-05-06- Export hard edge and face infoCampbell Barton
- Use Edges field rather then 2 vert faces (worked in some apps but crashed maya)
2009-05-06dxfLibrary.py - modif in POLYLINE classRemigiusz Fiedler
2009-05-06[#18690] mesh ripping allowed on multiresCampbell Barton
also fixed uninitialized variable use in the BGE when shaders are not supported.
2009-05-06Bugfix: Data from hidden objects was still being taken into account for many ↵Joshua Leung
NLA-editor operations NOTE for Merging - do not port this commit, since the changes here are utterly irrelevant to the new system
2009-05-06Fix an undefined variable bug detected by valgrind.Benoit Bolsee
2009-05-06[#18695] Replace python errors with useful messages when no full python ↵Campbell Barton
installation is found from Philipp Oeser (lichtwerk)
2009-05-06DXF export with a single nurbs curve failedCampbell Barton
2009-05-05Disable importing module python controller scripts at conversion time ↵Campbell Barton
because it can run BGE functions and crash since the internal state isnt setup yet. face-select mode wasnt working when used with projection paint.
2009-05-05BGE logic: new sensor "tap" option to generate automatically on/off pulsesBenoit Bolsee
When enabled, this option converts any positive trigger from the sensor into a pair of positive+negative trigger, with the negative trigger sent in the next frame. The negative trigger from the sensor are not passed to the controller as the option automatically generates the negative triggers. From the controller point of view, the sensor is positive only for 1 frame, even if the underlying sensor state remains positive. The option interacts with the other sensor option in this way: - Level option: tap option is mutually exclusive with level option. Both cannot be enabled at the same time. - Invert option: tap option operates on the negative trigger of the sensor, which are converted to positive trigger by the invert option. Hence, the controller will see the sensor positive for 1 frame when the underlying sensor state turns negative. - Positive pulse option: tap option adds a negative trigger after each repeated positive pulse, unless the frequency option is 0, in which case positive pulse are generated on every frame as before, as long as the underlying sensor state is positive. - Negative pulse option: this option is not compatible with tap option and is ignored when tap option is enabled. Notes: - Keyboard "All keys" is handled specially when tap option is set: There will be one pair of positive/negative trigger for each new key press, regardless on how many keys are already pressed and there is no trigger when keys are released, regardless if keys are still pressed. In case two keys are pressed in succesive frames, there will be 2 positive triggers and 1 negative trigger in the following frame.