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2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-06-21BGE: fix [#32775] LibFree crashingDaniel Stokes
Used the engine's RemoveScene (which ultimately calls the converter's RemoveScene) instead of the converter's RemoveScene when the converter free a blend file. This handles the scene removal in a safer fashion and solves the crash described in part 2 of the bug report. Part 1 no longer appears to cause a crash.
2013-06-20BGE: fix [#35447] LibLoad Meshes and Scenes causes crash of blenderDaniel Stokes
KX_BlenderSceneConverter's destructor freed the contents of several std::vectors without removing those contents from the vectors. Later these vectors are iterated through. Making sure the vectors get cleared solves this problem.
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.
2013-05-30split bge includes for scons onto their own lines (for easier merging)Campbell Barton
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.
2013-05-26BLI_math rename functions:Campbell Barton
- mult_m4_m4m4 -> mul_m4_m4m4 - mult_m3_m3m4 -> mul_m3_m3m4 these temporary names were used to avoid problems when argument order was switched.
2013-05-19BGE: Applying patch [#35416] "Missing python properties on ActionActuator: ↵Mitchell Stokes
layer, layerWeight" from Florian Bantner (scheintodx).
2013-05-11BGE: Fix for [#34044] "Objects with no material don't have their "face ↵Mitchell Stokes
image" always working on bge" reported by Dalai Felinto (dfelinto). NULL materials are no longer cached.
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).
2013-04-18style cleanupCampbell Barton
2013-04-14BGE: Cleaning up BL_ShapeDeformer's use of Blender's Key. This also fixes a ↵Mitchell Stokes
bug with replicas (added objects) crashing when using shape keys.
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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: unused defines, shadowing and unintended enum-as-variable.Campbell Barton
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.
2013-03-22BGE bugfix: [#34550] getVertexArrayLength changed in 2.66Dalai Felinto
This bug was producing way more geometry than we need. Potentially memory saver (or performance even) bugfix. Bottomline is: We need to initialize the UVs otherwise vertex comparison fails ... Ideally MoTo should take care of initializing MT_Point2 (note in Windows that seems to be fine, but it's safer to not rely on that)
2013-03-18style cleanupCampbell Barton
2013-03-17use const pointers for file loading and booleans for animation system return ↵Campbell Barton
values passed as pointers.
2013-03-02BGE: Fix for bugs #34428, #20856, #20281. These were all multi-uv bugs ↵Mitchell Stokes
caused by the BGE keeping too much uv information. When setting up shaders the BGE assumes each UV layer is unique, but the converter would store duplicates.
2013-02-23code cleanup: confusingly written and named function for BGE materuial ↵Campbell Barton
conversion: getImageFromMaterial() --> getMTexFromMaterial()
2013-02-23code cleanup: bge material conversion was creating STR_String just to check ↵Campbell Barton
for empty string for no reason (empty string was assigned irrespective).
2013-02-23BGE: fix for uninitialized tangentsCampbell Barton
2013-02-23BGE: Fix for bug #34377 "Multi UV mesh's materials not backwards compatible ↵Mitchell Stokes
and Odd UV Coord behavior" reported by Alex Mairs (ctbm). The problem was the unused texture slot was still trying to be used. Now unused texture slots' mappings are set to DISABLE so they don't mess up the rest of the conversion process.
2013-02-23BGE: Finally moving material IPOs to the 2.60 BGE animation system ↵Mitchell Stokes
(BL_Action). It was kind of a fluke that they worked before.
2013-02-23BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran ↵Mitchell Stokes
actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
2013-02-22Fix for building without python.Alexander Kuznetsov
2013-02-21BGE cleanup: Removing the PHY__Vector classes and replacing them with ↵Mitchell Stokes
MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
2013-02-16BGE: Fix for issue #34242 "It does not render in "P" mode for Game engine if ↵Mitchell Stokes
you UV mapa a face of a cube" reported by joaclint. Material caching can now be disabled for Multitexture and GLSL Materials.
2013-02-09Bug fix #34157Ton Roosendaal
Tss tss! :) This bug (since Jan 26) made Material options get cleared on using GE once.
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-27BGE bugfix: Material initial object color working in the gameDalai Felinto
The object color option in the materials always worked, however the initial color of the object was never passed to the game. We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)). There reason to not always set the object color is probably due to performance (the m_bUseObjectColor flag in KX_GameObject). This patch still respect that. Bug report from Mike Pan, as part of our book nitty-gritties review work. Bugfix during Vancouver Global Game Jam :)
2013-01-23make bullet optional againCampbell Barton
2013-01-05Remove usage of deprecated TEX_USEALPHA from GE codeSergey Sharybin
2013-01-05BGE: Fix for [#33769] "Material friction settings are ignored" reported by ↵Mitchell Stokes
Alex Fraser (z0r). As of r53332, give_current_material() won't accept a 0 index and return NULL. CreateMaterialFromBlenderObject() was using index 0 to just grab the first material. Since this now returned NULL, it would use default settings. We'll just ask for index 1 now instead.
2013-01-03add option WITH_SYSTEM_BULLET to link against the bullet installation found ↵Campbell Barton
on the system. Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream. However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
2012-12-25BGE: Some various tweaks to try and get async lib loading to be a bit more ↵Mitchell Stokes
stable on more complex scenes.
2012-12-24BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When ↵Mitchell Stokes
Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune). This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-22BGE: Committing async LibLoad from Swiss. This does the lib loading in a ↵Mitchell Stokes
separate thread to keep the BGE from freezing. Here is an example from the docs: # Print a message when an async LibLoad is done import bge def finished_cb(status): print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken)) bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-19code cleanup: warningsCampbell Barton
2012-12-19BGE: Some as of yet unmerged work I did in the Swiss branch. These changes ↵Mitchell Stokes
include: * Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18Fix #33487: game engine did not convert objects with rotation modes other thanBrecht Van Lommel
Euler XYZ correctly, was never implemented;
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-14buildsystem cleanup: remove duplicate source & includes for scons,Campbell Barton
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-11bge mesh conversion speedup, avoid calling ConvertMaterial() on every face.Campbell Barton
now do per material bucket.