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2015-04-19BGE: Support for collision group/mask from the api + activated on EndObject.Porteries Tristan
A Python API for the collision group / mask has been added: ``` KX_GameObject.collisionGroup KX_GameObject.collisionMask ``` The maximum number of collision groups and masked has been increased from eight to sixteen. This means that the max value of collisionGroup/Mask is (2 ** 16) - 1 EndObject will now activate objects that were sleeping and colliding with the removed object. This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before. Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately. Thanks to agoose77 for his help. Reviewers: scorpion81, hg1, agoose77, sergof Reviewed By: agoose77, sergof Subscribers: sergof, moguri Projects: #game_physics, #game_engine Differential Revision: https://developer.blender.org/D1243
2015-03-24BGE: Remove BlenderWorldInfoThomas Szepe
This patch will remove the BlenderWorldInfo and move the source into KX_WorldInfo. Reviewers: brecht, moguri Reviewed By: brecht, moguri Differential Revision: https://developer.blender.org/D156
2015-03-24BGE: World color management fixThomas Szepe
This patch will fix the color management for the mist and global ambient color. It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead. Reviewers: moguri, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D154
2015-03-23BGE: LoD Hysteresis clean upJorge Bernal
Move scene hysteresis value to KX_Scene where it should be (instead of KX_GameObject)
2015-03-22BGE: New hysteresis offset to improve LOD level transitionsJorge Bernal
This change introduces a new hysteresis parameter that it will be added or subtracted to/from the LOD distance to avoid popping when a LOD object moves close to the LOD transition continuously. Then, we have the following: - a new LOD Hysteresis setting per scene (default 10%) which is located in Scene context --> Level of Detail panel. This scene parameter also will active/deactive the scene hysteresis. - and a new LOD Hysteresis setting per object (default 10%) which is located in Object context --> Levels of Detail panel. The LOD hysteresis setting per object (if active) will overwrite the hysteresis setting per scene value. For the new blends: the hysteresis setting per scene would be active by default and the per object would be inactive by default. For the old blends: both hysteresis settings (per scene and per object) would be inactive by default. A quick way to take advantage of this feature for old blends would be to activate the hysteresis parameter in the scene context -> Level of Detail panel Reviewers: campbellbarton, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: nonamejuju, lordodin Differential Revision: https://developer.blender.org/D957
2015-03-22BGE: Add physics constraints replicationThomas Szepe
This patch will add a physics constraints replication for group instances (dupli group). It also fix crashing when when a group instance is made from a linked group instance and both are on the active layer. Initial patch T31443 from moerdn (Martin Sell). Reviewers: lordloki, sergof, moguri, sybren Reviewed By: moguri, sybren Differential Revision: https://developer.blender.org/D658
2015-02-21gameengine: removing addInitFromFrame hackInes Almeida
2015-02-21gameengine: dataconversion import and whitespace cleanupInes Almeida
2015-02-21Fix T33762 - texture fonts were not using the material color (gameengine)HG1
2015-02-19bge physics: disallowing compound collisions for soft bodiesInes Almeida
Closes D610, T40427, T30630 Cherrypicked from local squash Conflicts: release/scripts/startup/bl_ui/properties_game.py
2014-11-16Cleanup: use BLI_listbase_count_ex to avoid redundant loopingCampbell Barton
2014-11-16Cleanup: use BLI_listbase_*** prefix for count,sort,sort_rCampbell Barton
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-05-02BGE cleanup: Moving the PHY_* includes in BL_BlenderDataConversion.cppMitchell Stokes
These includes are now with the rest of the includes instead of in the middle of the file. This should also help building on OS X.
2014-04-24BGE Cleanup: Moving reinstancing physics shapes from KX_ConvertPhysicsObject ↵Mitchell Stokes
to PHY_IPhysicsController This was the last item in KX_ConvertPhysicsObject. Therefore, KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been removed.
2014-04-24BGE Cleanup: Physics conversion is now handled by PHY_IPhysicsEnvironmentMitchell Stokes
The current physics conversion code was moved from KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
2014-04-23Blender Internal: Add material property "Cast" which can disable both ray ↵IRIE Shinsuke
and buffer shadows. Also refactor: - Material property UI related to shadows - Preparation of OR-ed mode flags (ma->mode_l) of render materials Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D313
2014-04-23BGE Cleanup: Removing KX_ObjectProperties, KX_BoundBoxClass, KX_BoxBounds, ↵Mitchell Stokes
and KX_CBounds These were used in BL_CreatePhysicsObjectNew() in the converter. However, all of the data put into KX_ObjectProperties was then copied again in KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the information it needs itself, which avoid this odd double conversion step for physics. As a side-effect, the old code would result in static non-mesh objects with no bounds set to still have triangle mesh bounds. This would result in no bounds for these objects. If a bounds was set that required a mesh, non-mesh objects would become sphere bounds. This is now true regardless of whether user bounds were set. In other words, static non-mesh objects now use sphere bounds by default instead of mesh bounds. This might slightly alter some games, but these objects should generally be set to No Collision anyways.
2014-04-23Fix T39458: Switching physics type from Character to Dynamic enables ghost ↵Mitchell Stokes
flag silently Enabling ghost for Sensors and Characters is now done in conversion rather than when setting the RNA.
2014-04-16Fix T39445: Async LibLoad CrashMitchell Stokes
There was some deadlock due to trying manage Python's GIL. Instead of continuing to fight with it, anything needing to call into Python while conversion during lib loading is just delayed until it can be done in the main thread.
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
2014-03-28BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObjectMitchell Stokes
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight implementation.
2014-03-28Fix T39452: Meshes without materials causes a memory leak in the game engineMitchell Stokes
These types of meshes do not use material caching, and thus only the first created material would be saved, but subsequent ones were not. Those subsequent materials were then not being freed. Now we make sure to track all of the materials. Note: Meshes that cannot make use of material caching (no materials or using face textures) can still use up a large amount of RAM since a material is created per face.
2014-03-20BGE: Adding support for the Cast Only material option.Mitchell Stokes
Note: This does not add support for the option in the viewport.
2014-02-12Revert own previous commit rBe2f9afbaabbd.IRIE Shinsuke
The "Cast Shadows" worked as expected, but it can cause problem in some cases. For example, when using strand render, we need disabling only buffer shadows, but the previous changes made that impossible. "Cast Shadows" should be added as a newly created option.
2014-02-11Fix T38553: Crash load new level; array modifier using curve lengthSergey Sharybin
Since threaded object update we've disabled in-place curve evaluation (in cases when applying curve modifier with target curve non-evaluated yet). This requires game engine to take care of DAG and object evaluation (currently it's designed to export only objects it able to render). This workaround will make sure that curve_cache for curves is up-to-date.
2014-02-11Blender Internal: Modify material property "Cast Buffer Shadows" to affect ↵IRIE Shinsuke
ray shadows also, and rename it to "Cast Shadows". This allows us to make materials that don't cast ray shadows. Turning off this property can reduce the rendering time slightly. Note: RNA path is changed to "use_cast_shadows" as well. The older path "use_cast_buffer_shadows" still can be used as its alias, but it will be removed after updating some addons. Reviewed By: brecht Differential Revision: https://developer.blender.org/D272
2014-02-02Code cleanup: suffix vars to make obvious they are squaredCampbell Barton
2013-12-26correction to last commitCampbell Barton
2013-12-26BGE: Add missing NULL check from recent LOD updatesCampbell Barton
2013-12-26Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derivedCampbell Barton
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-09Game Engine: Option to record static objects animationJames Yonan
2013-11-04BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController ↵Mitchell Stokes
and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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.
2013-10-11fix [#37032] Blener crashes when parent to new objectCampbell Barton
2013-09-05BGE: Removing an unused rendertools argument from BL_ConvertActuators().Mitchell Stokes
2013-07-20BGE fix [#35563] Object colour setting for objects and fonts not using ↵Daniel Stokes
colour management like materials
2013-07-16BGE: Fix for [#36023] "Objects of added scene are lit by lights of current ↵Mitchell Stokes
scene" reported by Raf Colson (raco). The material caching now keeps a cache per scene. Before materials from different scenes were sharing the same cache.
2013-06-20BGE: Fix for [#35479] "OSKEY (Command Key on Mac) not working" reported by ↵Mitchell Stokes
Mike Pan (mpan3). The OSKEY was never added to the game engine, so it didn't recognize it.
2013-05-27Fix #35480: object without material crash blender when starting game engineSergey Sharybin
Was a missing NULL-pointer check. No idea why it took so long to figure issue out -- apparently there was no crash in linux for me and msvc didn't show any backtrace :S Also corrected weirdo way of bit flag check which was: !ma->mode & MA_FACETEXTURE better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
2013-05-11BGE: Fix for [#34631] "Textures bad in game mode" reported by pablo aaa ↵Mitchell Stokes
(p9ablo). Disabling caching if materials have Face Textures enabled.
2013-05-02Fix #35177: Press P Crashes Blender After Fracture of CubeSergey Sharybin
Root of the issue was fixed by Brecht in svn rev56441. This change only prevents crash of files created in blender before that fix, and also gives more useable information about what's wrong (apparently, assert here was doing nothing).
2013-03-25code cleanup:Campbell Barton
- remove unused defines. - quiet some shadow warnings. - bevel, ifdef out some asserts that are too common. - style
2013-03-22code cleanup: use booleans and const's for operator vars.Campbell Barton
2013-03-22BGE bugfix for [#34505] Vertex Colors not working in the BGE (for custom ↵Dalai Felinto
GLSL shaders) when multitexture and no material Bug introduced on rev.36723
2013-03-22code cleanup: conversion from blender to BGE was unnecessarily confusing in ↵Campbell Barton
checking weather to use vertex colors, move check to function.