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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.
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2017-06-01Clear pose draw data in BGE pose copyCampbell Barton
2016-07-10Cleanup/Refactor: pass Main pointer to all ID copy functions.Bastien Montagne
Also allows us to get rid of a few _copy_ex() versions...
2015-10-26BGE: generic python callback list + replace KX_PythonSeq.Porteries Tristan
I made this patch to declared a python list without converting all elements in python object (too slow) or use a CListValue which required CValue items (too expensive in memory). In the case of a big list of points like a collision contacts points list, to use a CListValue we must implement a new class based on CValue for 3D vector to create a python proxy even if mathutils do it perfectly, we must also convert all points (frequently ~100 points) when fill the CListValue even if the list is not used (in the case of the collision callback). The easy way is to use callback (it doesn't worth to do an inheritance) which convert the item in PyObject only during an acces. 5 callbacks are used : - Check if the list is valid = allow acces (like PyObjectPlus.invalid) - Get the list size - Get an item in the list by index. - Get an item name in the list by index (used for operator `list["name"]`) - Set an item in the list at the index position. All of these callback take as first argument the client instance. Why do we use a void * for the client instance ? : In KX_PythonInitTypes.cpp we have to initialize each python inherited class, if we use a template (the only other way) we must add this class each time we use a new type with in KX_PythonInitTypes.cpp To check if the list can be accessed from python by the user, we check if the python proxy, which is the `m_base` member, is still a valid proxy like in PyObjectPlus. But we can use a callback for more control of user access (e.g a list of collision point invalidate a frame later, in this case no real python owner). This python list is easily defined with : ``` CPythonCallBackList( void *client, // The client instance PyObject *base, // The python instance which owned this list, used to know if the list is valid (like in KX_PythonSeq) bool (*checkValid)(void *), // A callback to check if this list is till valid (optional) int (*getSize)(void *), // A callback to get size PyObject *(*getItem)(void *, int), // A callback to get an item const char *(*getItemName)(void *, int), // A callback to get an item name (optional) use for acces by string key bool (*setItem)(void *, int, PyObject *) // A callback to set an item (optional) ) ``` To show its usecase i replaced the odd KX_PythonSeq, it modify KX_Gameobject.sensors/controllers/actuators, SCA_IController.sensors/actuators and BL_ArmatureObject.constraints/channels. Example : {F245193}, See message in console, press R to erase the object and see invalid proxy error message. Reviewers: brita_, #game_python, youle, campbellbarton, moguri, agoose77, sergey Reviewed By: campbellbarton, moguri, agoose77, sergey Subscribers: sergey Projects: #game_engine Differential Revision: https://developer.blender.org/D1363
2015-10-01BGE: Fix T46302: abort call for unnormalized quaterions.Porteries Tristan
2015-08-06Cleanup: whitespaceCampbell Barton
2015-07-24BGE: Fix T45544 Adding Armatures takes an increasing amount of logic timePorteries Tristan
Armatures were not totaly freed (only the armature object not the armature) and the original armature user count was not decrease after replication.
2015-03-30Fix compilation of game engine in ubuntuAntony Riakiotakis
2015-02-15Fix T42919 & T42218: BGE: Python-driven armature animation got buggySybren A. Stüvel
Due to changes in the way animation updates were handled, BL_ArmatureObjects were no longer registering to KX_Scene as animated. Moguri says: It might have been relying on the deformer update which moved rom being called on every object in the render step. Now armature deformers are only updated if they need to be. Fix T42919 & Fix T42218
2014-10-02Cleanup: indentationCampbell Barton
2014-08-09Fix to get iTaSC working again in the BGEBenoit Bolsee
2014-07-01Fix T40761: Bone constraints broken in the BGEMitchell Stokes
Extra bonus: calculating bone constraints now happens parallel!
2014-04-11API Cleanup: Use BKE_constraint prefix for constraint apiCampbell Barton
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).
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2013-11-18Fix T37289: ID User decrement error for Shapes on Bones when playing in BGESergey Sharybin
GE was copying the pose channels without increasing user counter for a custom bone shape object. Freeing copied pose will for give decrement errors. The same increment issue seems to happen in BKE_pose_copy_data, which is also solved now.
2013-08-15BGE: Finally adding support for additive layer blending.Mitchell Stokes
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-03-18style cleanupCampbell Barton
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-11-10code cleanup: some warnings and formatting for PyMethodDef's in the BGE.Campbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-09-16style cleanupCampbell Barton
2012-06-07style cleanupCampbell Barton
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-04style cleanup - comment spelling + translate some dutch.Campbell Barton
2012-03-03style cleanup - use aligned * prefixed blocks for descriptive comments (was ↵Campbell Barton
already used a lot and part of proposed style guide).
2012-03-03option for the Armature Actuator to change the influence of a bone constraint.Dalai Felinto
Also adds DampedTrackTo to the list of supported constraints in the BGE Test file: http://www.pasteall.org/blend/11715 Patch developed as part of a project to NF-UBC Nereus Program. Development time 'sponsored' by the project. www.nereusprogram.org
2011-11-06more macro --> BLI math lib, mainly replace VECCOPY in render and blenkernel.Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-17fix spelling mistakes in comments (and in some python error messages), ↵Campbell Barton
nothing to effect translations.
2011-09-16- remove deprecated pose channel membersCampbell Barton
- change short -> char for flags that support it. - add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
2011-09-04BGE animations: fixing initialization order issues for BL_ActionActuator and ↵Mitchell Stokes
BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
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
2011-07-26BGE Animations: Adding a new choice for vertex deformation for armatures, ↵Mitchell Stokes
which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
2011-07-18BGE Animations: Allow the Copy Transform constraint to work with external ↵Mitchell Stokes
targets in the game engine.
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-29BGE Animations: Beginning work on layer blending. Blending armature actions ↵Mitchell Stokes
works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
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.
2011-02-25doxygen: gameengine/Converter tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-07-23bugfix [#22716] Game engine corrupts rig ID-Properties.Campbell Barton
2010-05-07ghash alloc string from render branchCampbell Barton
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28571:28573 svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28575:28576