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2012-11-05Compile fixes for recent boost changesAntony Riakiotakis
2012-11-03style cleanup: tabs & whitespaceCampbell Barton
2012-10-22style cleanupCampbell Barton
2012-10-20style cleanupCampbell Barton
2012-10-16code cleanup: use float sizes for function args.Campbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
2012-10-02correct some include dirs not being included as SYSTEM paths in cmake.Campbell Barton
2012-09-16style cleanupCampbell Barton
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
2012-09-06style cleanup: indentationCampbell Barton
2012-09-04fix for building without python, also rework python-main-loop control in the ↵Campbell Barton
BGE to not use RNA (use lower level BKE/BLI funcs instead)
2012-09-02..\commmit_hive.txtBenoit Bolsee
2012-08-21code cleanup: use BLI_RCT_SIZE macroCampbell Barton
2012-08-12style cleanupCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-07-19quiet double promotion warnings for the game engine.Campbell Barton
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-14comment unused varsCampbell Barton
2012-04-29Also updating CMakeLists.txt.Joerg Mueller
2012-04-29fix pthread path for windows buildsNathan Letwory
2012-04-05This fixes BGE bugs #30484 (Frame rate increases very high after game engine ↵Mitchell Stokes
start with record animation enabled) and #29449 (Record Animation runs 1000+ fps on Mac OSX 10.6.8 64bit). The problem was, recording animation was forcing "fixed time", which always advances the engine one frame instead of advancing based on time passed. This means that "fixed time" runs at full speed. Now fixed time is disabled when recording animation.
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-08style cleanup - remove unneeded ';'sCampbell Barton
2012-03-07change camera zoom from short to float.Campbell Barton
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-02-27style cleanup (mostly whitespace)Campbell Barton
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2012-02-18BGE bug #30173: ImageRender not working when initialized on frame 1. This ↵Benoit Bolsee
was because the canvas display area was initialized on render frame 1, which happens after logic frame 1. Fixed in blender and player by initializing the area on canvas creation.
2012-02-10reverting commit [43876] Fix for aliased fonts in the game engineDalai Felinto
2012-02-04Fix for aliased fonts in the game engine.Alex Fraser
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
2012-01-23Committing patch "[#27676] Change window size/resolution in realtime" by me.Mitchell Stokes
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-16opengl render save ignored alpha settings. also some FILE_MAX defines missed ↵Campbell Barton
last commit.
2012-01-11minor changes to BLF api useCampbell Barton
- replace calls to BLF_width & BLF_height --> BLF_width_and_height - no need to call strlen() on length value passed to BLF_draw(). this already checks for \0 char.
2011-12-20Cucumber, first batch of merge - UI changes and custom exit keyDalai Felinto
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-11-22rename image type defines to be less ambiguous, also set BMP as not ↵Campbell Barton
supporting alpha (it reads but cant write)
2011-11-22move image settings into their own structure so the interface can be shared ↵Campbell Barton
where image saving settings are needed. currently file out node and render output share this struct & UI.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-20bge bugfix: patch #28893 "Fix for #28753 and some other changes for BGE ↵Dalai Felinto
projection code" by Juha Mäki-Kanto (kanttori)
2011-09-11bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get ↵Dalai Felinto
changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-07use Py_ssize_t rather than int when dealing with list sizes (original patch ↵Campbell Barton
from Fedora but applied changes elsewhere too), also replace PyList_Size with PyList_GET_SIZE where typechecking is already done.
2011-09-03whitespace editsCampbell Barton
2011-08-23Merging trunk up to r39637.Joerg Mueller
2011-08-22fix [bf-blender-Patches][27924] Redundant applying of SetNetworkDeviceCampbell Barton
noticed by Jorge Bernal (lordloki)
2011-08-13BGE Animations: Adding an option to let users choose whether or not to lock ↵Mitchell Stokes
animation updates to the framerate. If this option is enabled, animations are only updated at the same speed as the animation framerate. This can give a significant speed up in performance, but at the cost of smoothness in animations. I'm defaulting this behavior to off for now, which is the behavior seen in trunk.
2011-08-073D Audio GSoC:Joerg Mueller
* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8 * Fixed orientation retrieval in OpenAL device code. * Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit * Changed BGE to use audaspace via native C++ instead over the C API. * Made AUD_SequencerFactory and AUD_SequencerEntry thread safe. * Changed sound caching into a flag which fixes problems on file loading, especially with undo. * Removed unused parameter from sound_mute_scene_sound * Fixed bug: changing FPS didn't update the sequencer sound positions. * Fixed bug: Properties of sequencer strips weren't set correctly. * Minor warning fixes.