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2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
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.
2015-10-23BGE: Fix T30179 action actuator not stoped when state changed.Porteries Tristan
The function SCA_IActuator::DecLink is now under virtual : in some case the actuator have to know when is useless.
2014-04-07BGE: Multi-threading animation updates and skinning.Mitchell Stokes
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
2013-08-15BGE: The Action Actuator can now make use of additive blending.Mitchell Stokes
2013-04-18style cleanupCampbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2011-11-06PyUnicode_From_STR_String utility function which passes STR_String to ↵Campbell Barton
PyUnicode_FromStringAndSize (saves a call to strlen). Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-02BGE animations: This is an attempt to help smooth out some more ↵Mitchell Stokes
compatibility issues with the new action actuator. It now has a similar pulse behavior to the old actuator. This has worked well in most of my tests, but YoFrankie still has problems, and it appears to have gotten a little worse.
2011-08-29BGE Animations: Various changes to make code reviewers happy:Mitchell Stokes
* Naming/style changes * Taking advantage of switch statements * Removing unneeded NULL checks * etc
2011-08-11BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator.Mitchell Stokes
2011-08-06BGE Animations: Making the ping pong mode for action actuators behave more ↵Mitchell Stokes
like trunk. The behavior is a lot closer, but there are still differences when interrupting a ping pong action. I'm still trying to decide if these are acceptable differences as they don't look all that simple to fix.
2011-07-07BGE Animations: Removing unused code and adding some more comments.Mitchell Stokes
2011-07-05BGE Animations: Various fixes and bits of cleanup to get the action actuator ↵Mitchell Stokes
to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-16BGE Animations: Adding the ipo flag options to the action actuator. This ↵Mitchell Stokes
still needs more testing.
2011-06-11BGE Animations: Adding a layer option to Action actuators.Mitchell Stokes
2011-06-01BGE Animations: Beginning work on the new action actuator.Mitchell Stokes
* Converted BL_ActionActuator::Update() to use the new action api (still just armatures) * Not all of the functionality of the old Update() have been ported (Lood end, continued animation, etc) * Things are still pretty messy. Once have things more flushed out, I'll start stripping more of the old actuator out.
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-02-16BGE: Action and ShapeKey Actuator PingPong playmode.Dalai Felinto
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't. More than a new feature or a bugfix this is actually a step forward into unifying them.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-02-12correct fsf addressCampbell Barton
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-25Merge of itasc branch. Project files, scons and cmake should be working. ↵Benoit Bolsee
Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
2009-08-26remove all python api functions deprecated in 2.49Campbell Barton
2009-07-26svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20937:21899Campbell Barton
missing commits from peter 20942, 21165, 21170, 21174, 21597 these files still need manual merging source/blender/makesdna/DNA_sequence_types.h source/blender/src/sequence.c source/blender/src/seqeffects.c source/blender/src/editseq.c source/blender/include/BSE_sequence.h
2009-06-28BGE Python APICampbell Barton
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-17BGE PyAPICampbell Barton
while making a demo of using python to control bones found some more problems. also added channelNames attribute to BL_ActionActuator to get a list of valid channels to use. demo: http://www.graphicall.org/ftp/ideasman42/armature_python.blend its still not that useful since theres not way to know rest bone locations yet but better then nothing.
2009-06-16BGE Action Actuator setChannel() function was broken in a number of ways. Campbell Barton
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes. * game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory. * setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful. * Added getChannel() - returns pose loc/size/quat * Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)
2009-04-21BGE Python APICampbell Barton
Separate getting a normal attribute and getting __dict__, was having to do too a check for __dict__ on each class (multiple times per getattro call from python) when its not used that often.
2009-04-20BGE Python APICampbell Barton
- More verbose error messages. - BL_Shader wasnt setting error messages on some errors - FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes. - Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
2009-04-04moved more attributes from getattr into PyAttributeDef'sCampbell Barton
2009-04-03Python BGE APICampbell Barton
- Initialize python types with PyType_Ready, which adds methods to the type dictionary. - use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays. - Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod) - Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc. From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet. Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-02-19BGE Python APICampbell Barton
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes. Each attribute and method access from python was allocating and freeing the string. A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-01-22BGE API cleanup: shape action actuator.Benoit Bolsee
2009-01-21BGE API cleanup: action actuator.Benoit Bolsee
2008-07-10Adding an option for action actuator - "Continue" this means animations ↵Campbell Barton
always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable. When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-06-23BGE patch #14386: Action Actuator Current Frame Prop. This patch is very ↵Benoit Bolsee
usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-22Reordered some of the includes to fix STL issues.Kent Mein
For details, see: http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=5867 Kent
2004-12-05Fix Action & IPO actuators: (Bugs #1921 & #1920)Kester Maddock
2004-11-06Fix the action actuator (bug #1699)Kester Maddock
2004-10-16Switch fixed time system. Logic updates should now happen at 30Hz, physics ↵Kester Maddock
at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-07-17Port Python updates from Tuhopuu2:Kester Maddock
getType/setType to action/sound actuator (sgefant) Use a more generic python -> math conversion.
2004-05-16Changed Python _getattr/_setattr methods to use const STR_String& instead of ↵Kester Maddock
char* - makes using these methods much nicer.
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
2.25 like physics. [SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu