Age | Commit message (Collapse) | Author |
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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.
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system include.
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bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:
if bge.logic.joysticks[0]:
activate_player_one()
if bge.logic.joysticks[1]:
activate_player_two()
etc..
The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
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the idea of using methods instead of attributes is to avoid users abusing of the system calls.
Thanks Campbell Barton for reviewing and small corrections
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backspace was messing up with utf8 text.
hijacking Blender utf8 functions
tested in CMake but I think scons should work too. No idea about pure 'make'
Happy Easter ;)
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- Fixes SDL fullscreen mode for game engine (blenderplayer). Mode switching (resolution changes) not supported yet though.
- Fixes embedded game engine exit.
See patch tracker [#29748].
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http://markmail.org/message/fp7ozcywxum3ar7n
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- rename define DISABLE_SDL --> WITH_SDL (which was already used in some places)
- blenders interation preset was using orbit rather then turntable 3d view preference (different from factory defaults).
- tagged some unused rna args.
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remove missing includes and use more strict formatting.
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
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and endif() which is no longer needed.
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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.
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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.
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for game engine use "ge_" prefix & make names generally more descriptive.
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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.
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- use list append in more places.
- remove non existing include dir.
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function for ID drobdowns (currently unused)
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KX_Scene. It is rather anecdotic since KX_Scene is the only implementation of SCA_IScene but it's better to keep GameLogic and Ketsji separated.
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breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.
(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.
For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.
* * * * *
Imagine that we have:
(a) Main Scene
(b) Overlay Scene
in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].
So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
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and scons)
when python is disabled videotextures are not built.
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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- changed the SDL and Freetype vars to match CMake's names
- removed unneeded freetype, SDL and ftgl includes
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bpy_interface.c - change order of checking scripts to avoid calling stat on .py files.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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