Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2011-02-27BGE patch: [#26223] Some RigidBody joints fixes (ui angles, conetwist/hinge ↵Dalai Felinto
limits etc) by Juha Mäki-Kanto + ui changes pour moi From the tracker::: Issues fixed: - ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params. - UI wasn't using angles where applicable. - btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt. This is an issue when setting limits. Changes: - UI: Hinge limits can be set (and disabled). - UI: ConeTwist only has max-limits and only the twistX can be disabled - PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min, limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge). - PyApi: dropped python-function limit_cone_min. .:. Extra: UI Changes: - renamed "RigidBody Joint" to "Rigid Boidy Joint" - reorganized UI to conform with other parameters (e.g. Limit Rot) - added dis/active all over the place :)
2011-02-25doxygen: gameengine/Converter tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-02-18Remove header include, conflicts otherwise with BLI_math.hNathan Letwory
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.
2011-02-16small correction to BGE as recent commits broken normal mapping in the GEMichael Fox
2011-01-30remove nan-makefilesCampbell Barton
2011-01-23BGE: support modifiers without mapping to original mesh both graphically and ↵Benoit Bolsee
physically, fixes bug #24942 and #25286. Support for physics is done by skiping the modifiers that don't support mapping to original mesh. This mapping is required to report the hit polygon to the application by the rayCast() function. Support for graphics is done by using the same render function that blender uses for the 3D view. This guantees equal result. Limitation: there is still a known bug if all these conditions are met: - Display list enabled - Old tex face with a several textures mapped to the same material - no armature or shape keys - active modifiers In this case, only a part of the mesh will be rendered with the wrong texture. To avoid this bug, use the GLSL materials or make sure to have 1 material=1 texture in your old tex face objects.
2011-01-23correct own bad spellingCampbell Barton
2011-01-19BGE BugFix [#25711]render.setBackgroundColor() does not work:Dalai Felinto
Since rev.2 (hans ftw) we have a strange situation where horizon color was being used at Convert time for the WorldInfo background color (and for the fog). However through the Python API only the Rasterizer background color was being updated. On top of that the KX_KetsjiEngine.cpp::SetBackGround was using the WorldInfo bgcolor when render mode was the potato one (TEXTURED). Bottomline, when in potato mode the glClearColor used was the original one in worldinfo, not the API updated one in Rasterized.
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.
2011-01-03- add in asserts for unlikely cases of invalid ID types being assigned to ↵Campbell Barton
key->from. - mode duplicate pointer/offset code into a static function.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-17no functional changes: SETLOOPER macro assumed a scene was defined called ↵Campbell Barton
'sce' used to loop over, now make this an argument, helps to make it clear what's going on.
2010-12-16SVN maintenance.Guillermo S. Romero
Plus some typo fixes in comments.
2010-12-16Patch:[#25163] BGE support for Blender Font objects - unicode supportDalai Felinto
Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-12-06bugfix [#24995] Object rotation seems to be applied incorrectlyCampbell Barton
- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2. - Remove scaling and use do_versions to adjust existing files.
2010-11-29fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,Campbell Barton
This define wasn't set in some parts of the BGE causing problems with the view matrix. in CMake define for the entire BGE fixes this.
2010-11-29include headers in cmake source, added a script to check for consistency, ↵Campbell Barton
reporting missing headers & C files. this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-17fixes from r33127Campbell Barton
2010-11-16fix for fix, r33086.Campbell Barton
- incorrect range check broke ZYX euler rotations, use MIN/MAX constants so this doesn't happen again. - BGE Armature PyAPI also wasn't using correct min/max with rotation modes. - clamp on file read rather then when calling the rotation functions, so developers don't use invalid args without realizing it. - added assert() checks for debug builds so invalid axis constants don't slip through.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-31building the BGE without bullet works again.Campbell Barton
2010-10-26Added function RNA_property_update_check() to check if an update call is needed,Campbell Barton
Simple python benchmark shows this to be about 3x faster in the case where an update isn't needed. This also speeds up rna function argument parsing, since each arg in a function call did 2 string lookups on the context which were never needed.
2010-10-25bugfix [#22277] Absolute Shapekeys crash (in BGE)Campbell Barton
running a shape actuator on a softbody would crash because it assumed the deformer was a BL_MeshDeformer. Added TODO note, since it would be nice if softbody would work with shape keys too.
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-22fix for BGE define in recent math changes.Campbell Barton
2010-10-10enable building the game engine without bullet for scons & cmakeCampbell Barton
2010-10-09patch [#23781] Dynamically Load ActionsCampbell Barton
from Mitchell Stokes (moguri)
2010-10-09Enable CXX_GUARDEDALLOC support through SCons.Nathan Letwory
2010-10-02Fix #23785: in the game engine, if an object had an armature modifier + anotherBrecht Van Lommel
modifier, it would apply the armature deformation twice.
2010-09-16Fix #23857: game engine world colors were not color corrected yet,Brecht Van Lommel
giving inconsistent results with render/UI.
2010-09-15update for MingW/CMakeCampbell Barton
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings. - the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-07- added back zlib include (needed for win32).Campbell Barton
- use list append in more places. - remove non existing include dir.
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-08-29BGE patch #22623 applied: new bound type: Capsule.Benoit Bolsee
2010-08-28Committing patch [#23278] (by me)Mitchell Stokes
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for: * Decrypting .blend files and loading them without having to store the .blend on the hard drive * Pulling .blend data out of an archive and loading it (again skipping the hard drive) So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems). Example usage: import bge with f as open('myfile.blend', 'rb'): data = f.read() bge.logic.LibLoad('Name', 'Scene', data)
2010-08-27own rna naming commits r31439 r31472 also renamed BGE vars unintentionallyCampbell Barton
2010-08-25Fix BGE bug reported by Gilberto: BL_AmartureObject.channels returns only ↵Benoit Bolsee
one channel. Fix BL_ArmatureChannel.joint_rotation now that bPoseChannel structure is passed directly to the get function.
2010-08-20rna data path names which are more likely to break animations.Campbell Barton
Added an operator "Update Animation Data", access from the search menu to update drivers and fcurves.
2010-08-18more rna renaming.Campbell Barton
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-11Update address in license block.Guillermo S. Romero
2010-08-10moved idcode functions into their own file (was added as a todo in the ↵Campbell Barton
comments), these were mixed in with file reading code - BLO_readfile.h bot these functions are not spesific to reading.
2010-08-05bugfix [#23148] "ImportError: __import__ not found" on changing Render FPSCampbell Barton
The BGE was getting the namespace dict directly from __main__ which conflicts with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution. Simple fix is to have the BGE and Blender use the same method of getting namespaces. Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
2010-08-03remove commented scons lines from cmake files, fixed use of pointer poll ↵Campbell Barton
function for ID drobdowns (currently unused)