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2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-07-28Audaspace: fixing problems for the merge to master suggested by Campbell and ↵Jörg Müller
Sergey. - rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE. - rename C/PYAUDASPACE to AUDASPACE_C/PY - simplifying cmake defines and includes. - fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows. - fixing scons building. - other minor build system fixes.
2015-07-28Audaspace: name fixes and external library update.Jörg Müller
2015-07-28Audaspace: external audaspace library update.Jörg Müller
2015-07-28Audaspace: use standalone library.Jörg Müller
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE. - Fixes to build without standalone library as well.
2015-07-28Audaspace: preparing to use standalone library.Jörg Müller
- Renamed some functions. - Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-12BGE Clean-up: New EXP prefix for the BGE Expression moduleJorge Bernal
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
2015-04-07BGE: New API method getDisplayDimensionsThomas Szepe
This patch adds a new API function to get the actual display dimensions in pixels. Reviewers: dfelinto, sybren, lordloki, moguri Reviewed By: lordloki, moguri Differential Revision: https://developer.blender.org/D648
2015-03-24BGE: Code clean up for world (mist, background, ambient)Thomas Szepe
Code clean up for BGE world mist, background and global ambient color. Move mist render update to BlenderWolrdInfo Reviewers: moguri, brecht Reviewed By: moguri, brecht Differential Revision: https://developer.blender.org/D152
2015-02-21gameengine: removing addInitFromFrame hackInes Almeida
2015-02-21makeScreenshot - adding frame number to the filenameHG1
2015-02-10Fix T43565: BGE removed unneeded if/else in BL_KetsjiEmbedStartSybren A. Stüvel
2015-01-24Fix BGE compilation after recent renames in BKE_image (tsst...).Bastien Montagne
2015-01-07Fix for bool flag useCampbell Barton
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-09-23Fix game engine not supporting material view.v2.72-rc1Antony Riakiotakis
Force textured view in that case. Also correct a few uses of the GLSL flag in the viewport. Should only be relevant for textured viewport.
2014-06-17Support for building without PythonCampbell Barton
2014-06-03Correct last commit: workaround for BGECampbell Barton
2014-03-25Code cleanup: Removing KX_KetsjiEngine::m_drawingmodeMitchell Stokes
The rasterizer is already handling this, and there is no need to duplicate the data.
2014-01-23Fix T38110: GameEngine keyboard sensor ignores unicode charactersCampbell Barton
2013-11-04BGE Rasterizer Cleanup: Removing the Singletexture material mode. More ↵Mitchell Stokes
conversion code will probably be needed.
2013-11-04BGE Rasterizer Cleanup: Removing KX_BlenderGL since it was mostly one-line ↵Mitchell Stokes
functions used by KX_BlenderCanvas. KX_BlenderCanvas now just calls those functions directly.
2013-11-04BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the ↵Mitchell Stokes
functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
2013-10-07remove minor differences between these 2 files which are almost exact ↵Campbell Barton
duplicates (tsk tsk!)
2013-10-07revert r58693. patch [#36233], caused regression (bug report [#36959]).Campbell Barton
2013-09-12BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a ↵Daniel Stokes
on some ATI cards? Disabling display lists for legacy ATI cards since they don't support display lists well. Also removing an unused variable from the display list rasterizer.
2013-08-26BGE: Cleaning up the vsync code a little.Mitchell Stokes
2013-08-17BGE: Flipping vsync constants so VSYNC_ON is 0.Mitchell Stokes
This will make transitions from older versions of Blender easier since VSYNC_ON will be the default. This could have been changed in a do_version, but the vsync code has yet to see an official release, so I figured this would be a bit nicer. Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-04code cleanup: replace strcpy with BLI_strncpy for fixed size strings, and ↵Campbell Barton
correct some harmless but incorrect sizeof() use
2013-07-30BGE: Adding vsync control. Users can enable vsync, disable vsync, or use ↵Mitchell Stokes
adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
2013-07-28patch [#36233] Fix Halo and Billboard Normal and BehaviorCampbell Barton
from Vitor Balbio (vitorbalbio) Fixes billboard flipping (flipped normals and textures too)
2013-07-26BGE Fix [#18804] Shadow type faces cast onto invisible faces (non-GLSL)Daniel Stokes
Changing the RayHit method to ignore invisible faces
2013-07-23replace use of strcat() where the string offset is known.Campbell Barton
also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-06-24BGE: Fix for [#34185] "billboard scale problem in groups" reported by Tobias ↵Mitchell Stokes
Lijsen (blenderhilfe). Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
2013-05-30split bge includes for scons onto their own lines (for easier merging)Campbell Barton
2013-04-18Fix #34997: when starting the game engine in one window and switching to a ↵Brecht Van Lommel
second window, the game would stop drawing in the first and mess up the OpenGL state of the second. Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-14BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() ↵Mitchell Stokes
and bge.render.getMipmapping().
2013-04-14BGE: Adding a render.setFullScreen() and a render.getFullScreen() to allow ↵Mitchell Stokes
fulscreening games via Python.
2013-04-08style cleanupCampbell Barton
2013-04-05code cleanup: bge warningsCampbell Barton
2013-04-04Fix #34863: bge.render.makeScreenshot from Blender was only saving PNG files,Brecht Van Lommel
while the docs said it followed the settings in the Output panel, other file formats work now. Benderplayer still only saves PNG now as documented, but I cleaned up the code there to reuse existing imbuf functions rather than using own libpng code.
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-15code cleanup: rename BKE_mesh_to_curve_ex --> BKE_mesh_to_curve_nurblist,Campbell Barton
also correct odd indentation.
2013-03-08style cleanupCampbell Barton
2013-02-27Fix various warnings with clang build, and adjust cmake clang warnings flagsBrecht Van Lommel
to include a few more that gcc is using too.
2013-02-22BGE projection code fix: old patch #28893 (to fix #28753) committed in ↵Dalai Felinto
rev.41131 changed the clipping for ortho camera from -far +far to +near +far. But also introduced this -far +far when using 3dviewport camera (which shouldn't).
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-28BGE Profile : visual feedback bars and improvementsDalai Felinto
You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-23make bullet optional againCampbell Barton