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
2008-04-15BGE fix: keep reference count consist on source object when replicating ↵Benoit Bolsee
property copy actuator
2008-04-06Removed my own patch #8208: export SCA_ISensor::Evaluate() to Python. It was ↵Benoit Bolsee
only useful for the ray sensor and the new rayCastTo() function provides better functionality
2008-04-05BGE bug [#4839] fixed: joystick keeps working after an overlay scene is removedBenoit Bolsee
2008-04-02Fix BGE bug: BGE will crash if objects with display debug property is ↵Benoit Bolsee
deleted (bad practice anyway). The actual deletion is now postponed until end of scene
2008-03-24Commit patch #8724:Benoit Bolsee
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon material objects that are created. Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together with a single material). However, the number of materials that are created right now in the converter is much higher and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial) that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end of the game). For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-22BGE correction: AddRef() on source object of property actuator to protect ↵Benoit Bolsee
against crash if the source object is deleted (bad game design anyway)
2008-03-01Various mem leaks related to CValue reference count fixedBenoit Bolsee
2008-03-01unknown property fixed in sensor/actuatorsBenoit Bolsee
2008-03-01random sensor fixed (patch 8414)Benoit Bolsee
2008-02-16patch 8235 8218 8211 added: various gameengine improvements, fixed windows ↵Benoit Bolsee
project files
2008-02-06Reverting some other changes zaghaghi madeJoshua Leung
2008-02-04Added missing include dir so it builds again.Kent Mein
Kent
2008-02-04bugfix 8183, Ray sensor with material/property filter always triggers when ↵Hamed Zaghaghi
hitting object without the required characteristic fixed by Benoit Blosee(ben2610), and some minor changes for 2d-filters.
2007-11-062d Filters updated, now you can use custom filter and write your own GLSL ↵Hamed Zaghaghi
shader program to filter rendering result.
2007-10-232d-Filters feature and actuators.Hamed Zaghaghi
2007-08-28This commit fixes up a bunch of svn properties to hopefully make things a ↵Kent Mein
little nicer for everyone. Patch provied by gsrb3d bug tracker #7061 Kent
2006-12-25fixing some issues: force needs to wake up objects, property sensor issue, ↵Erwin Coumans
island activation issue
2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
2006-05-23-added basic support for GameActuator 'load game', relative paths were ↵Erwin Coumans
broken, just load file into memory and load blend from memory. -near sensor support - python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
2006-05-14GamePython related: changed ordering of python destruction, and reverted ↵Erwin Coumans
some python changes (it caused problems)
2006-05-14Patch from Charlie:Erwin Coumans
Cleared the python dictionary at the end of the game engine, should fix some issues, also reverted the python controller changes, related to this This should fix the following bugs: [ #3789 ] [ #3815 ] possiblyy fixes: [ #3834 ]
2006-05-11- Charlie provided a work-around for some armature related crashesErwin Coumans
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes) - removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories) - set default linearsleepingtreshold explicitly
2006-05-10modified behaviour of PropertySensor and MessageSensor on popular request.Erwin Coumans
Logic systems should be improved, with consistent Level and Edge triggering usage in the logic bricks.
2006-02-13Improved OpenGL Shader Language support for game engine. The python ↵Erwin Coumans
interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip patch by Charlie Carley (snailrose @ elysiun.com)
2006-02-08==SCons==Nathan Letwory
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux only, but was only linking issue, so should work on other platforms too). NOTE: I noticed some compileflags for GE specific libs that were left out - I re-enabled them in the SConscripts, but I'm going to do a test build my- self now, so if there are problems with them on win32, I probably already know about them :)
2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
2006-01-30More simple fixes to cleanup warnings and what not:Kent Mein
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h added newline at end of file. intern/boolop/intern/BOP_Face2Face.cpp fixed indentation and had nested declarations of a varible i used for multiple for loops, changed it to just one declaration. source/blender/blenkernel/bad_level_call_stubs/stubs.c added prototypes and a couple other fixes. source/blender/include/BDR_drawobject.h source/blender/include/BSE_node.h source/blender/include/butspace.h source/blender/render/extern/include/RE_shader_ext.h added struct definitions source/blender/src/editmesh_mods.c source/gameengine/Ketsji/KX_BlenderMaterial.cpp source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp source/gameengine/Ketsji/KX_RaySensor.cpp removed unused variables; source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp changed format of case statements to avoid warnings in gcc. Kent
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
2005-07-18more preparations for bullet physics, and some eol issues with SCA_Joystick*Erwin Coumans
2005-04-18Patch: [ #2439 ] Makes objects react properly to deformations after a mesh ↵Kester Maddock
replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible.
2005-04-10Clean up for Makefiles: some of the directories were being printedChris Want
wrong (e.g., "/Fuzzics" and "/Joystick", and some of the solid stuff). This was particularly noticable during "make clean".
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-14ome more warnings cleaningJean-Luc Peurière
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2005-01-30 - updated MSVC 6 projectfiles.Simon Clitherow
- removed 'using namespace std;' from SCA_Joystick.h (gave compile error on VC6).
2005-01-24Fixed the Makefiles so the Joystick stuff works.Kent Mein
Kent
2005-01-23Don't delete the Python Controller's private dictionary between frames.Kester Maddock
2005-01-23Added Joystick sensor (from snailrose)Kester Maddock
2005-01-18The non scons specific stuff for bug tracker bug #2131Kent Mein
Basically removed #include <iostream.h> from some files that didn't need it (and I'm assuming it caused problems) I'll leave the scons stuff for someone else to look at since I don't really use it. Kent
2004-10-16Added #include <assert.h> so it compiles where assert() was used.Nathan Letwory
2004-10-16Switch fixed time system. Logic updates should now happen at 30Hz, physics ↵Kester Maddock
at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-07-17Port Python updates from Tuhopuu2:Kester Maddock
getType/setType to action/sound actuator (sgefant) Use a more generic python -> math conversion.
2004-06-26Minor Fixes:Kester Maddock
Better use of booleans for python #include fixes for Windows Python Doc fixes Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-07Python updates:Kester Maddock
Added scene module
2004-06-04Miscellaneous Fixes:Kester Maddock
Add Python Mapping method to CListValue Fix Bernoulli bool distribution python method for random actuator Fix Python IpoActuator methods setProperty and force acts local Make data objects private Better sort method for polygon materials - much easier to understand
2004-06-04Fix bug #1334: Crash with Python/GameEngine when the script has syntax errors.Kester Maddock
When Python compile fails (eg syntax errors) skip the execute stage.
2004-05-26Python fixes:Kester Maddock
Reenabled the setScript/getScript methods for python controller bricks. Set the ray source point to MouseFocusSensor.getRaySource works. Added: Python -> MT_Quaternion MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python Correct transform of frustum bound sphere centre point to world coordinates
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16Changed Python _getattr/_setattr methods to use const STR_String& instead of ↵Kester Maddock
char* - makes using these methods much nicer.
2004-05-03Mouse Wheel Support for the Game Engine.Kester Maddock
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.