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2011-03-30- include for BGE joystick sensorCampbell Barton
- remove print from numinput and get rid of some float/double warnings. - nicer align line-number in text editor.
2011-03-07Drop support for python 3.1.Campbell Barton
for building py3.2 on *nix see: http://wiki.blender.org/index.php?title=Dev:2.5/Doc/Building_Blender/Linux/Troubleshooting#Python also fixed possible buffer overrun with getting the fake filepath for a blender textblock.
2011-03-05patch [#26366] More detailed Python error reporting for the BGECampbell Barton
from Alex Fraser (z0r) Now object name is shown with python error.
2011-02-25doxygen: gameengine/GameLogic 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
2011-02-22Bugfix #25803 (LibLoad'ed scene objects don't have timer property updated)Mitchell Stokes
The KX_Scenes' SCA_TimeEventManagers were not being merged. These handle the timer prop
2011-01-30remove nan-makefilesCampbell Barton
2011-01-27[#25815] Patch gcc 4.6Campbell Barton
with minor edits, made sure it works in CMake too.
2011-01-19support building with python3.2Campbell Barton
2011-01-18bad spelling; 'indicies' --> 'indices'Campbell Barton
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
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.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
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.
2010-10-20Quiet compiler warnings.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
2010-09-15update 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.
2010-09-03SVN maintenance.Guillermo S. Romero
2010-08-30Committing patch [#23489] add method getEventStatus() to PythonKeyboard and ↵Mitchell Stokes
PythonMouse by Geoff Gollmer (gomer) This patch makes SCA_PythonKeyboard.events and SCA_PythonMouse.events return a dictionary of all inputs (including inactive) instead of a list of active inputs. Example usage: import bge if bge.logic.keyboard.events[bge.events.SPACEBAR] = bge.logic.KX_INPUT_JUST_ACTIVATED: print("Spacebar pressed!") A couple of changes to the patch: * Wrap python stuff in #ifndef DISABLE_PYTHON * Clear and decref m_event_dict in the destructors A couple of things not related to the patch: * Made member variables private * Removed a commented out (and no longer used) method (SCA_PythonMouse.show())
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-08-16Py API (GSoC): Second merging commitJoerg Mueller
Rough summary of fixes/changes: - Blender Py API: GameLogic -> bge.logic - Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs. - Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b] - Py API: Renaming _owner attribute of mathutils classes to owner. - Fix some minor errors in mathutils and blf. - Enabling game engine autoplay again based on a patch by Dalai: * The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error. * The 3D view are is made fullscreen. * Quad view, header, properties and toolbox panel are all hidden to get the maximum view. * If the game engine full screen setting is set, the game starts in fullscreen. - Fix for ipo conversion on file transition in the game engine.
2010-08-11Update address in license block.Guillermo S. Romero
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)
2010-07-26Hopefully fix building with MSVC 2008 from rev 30746.Campbell Barton
SCA_PythonController.cpp(303) : error C2133: 'mod_path' : unknown size
2010-07-26patch from Mitchell Stokes with some changes.Campbell Barton
BGE Py Controllers were effectively doing this... "a.b.c" --> "__import__('a').b.c()" This was annoying because it meant module 'a' would need to import 'b' explicitly. Now use import like this. "a.b.c" --> "__import__("a.b").c()" Note that this has the slight disadvantage that these need to be modules, where as before they could be collections of functions in a class instance for eg. So its possible this breaks existing files but dont think anyone used this since its a fairly obscure use case.
2010-07-17spelling correction: alredy --> alreadyCampbell Barton
2010-06-06- WITH_CXX_GUARDEDALLOC working againCampbell Barton
- CMake building without python or fluidsim working again (broke in recent commit) - remove BLI_short_filename(), it wasnt used anywhere.
2010-06-05get rid of some warnings,Campbell Barton
removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
2010-04-24BGE Fix: [#19951] mouse over sensor is broken with letterboxing framingDalai Felinto
Tested with GameLogic.mouse.position and mouse over sensor. It should be working with other mouse sensor as well. If not, please help to test and report a bug. (couldn't test blenderplayer but it should be working there as well). (Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that) I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-20Added F13 - F19 keys for game engine too.Matt Ebb
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-04-18SVN maintenance.Guillermo S. Romero
2010-04-17- for BGE mouse and keyboard events use tuples rather then listsCampbell Barton
- pep8 corrections
2010-04-17Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri)Dalai Felinto
The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
2010-04-15Make memstat easier to read, add missing Intel ID and cleanups.Guillermo S. Romero
2010-03-26BGE: fix for [#21180] - missing min and max values in the API + mode fix ↵Dalai Felinto
(interval wasn't working) of course it wasn't only a matter of adding the properties in the api :) The code of validValueForIntervalProperty and modeChange are the same BUT in the future they shouldn't be, for I think it's fine to keep them as separated functions. Bonus fix: Also we are now checking if the new mode is interval and update the range expression.
2010-03-07BGE 2D Filters: slightly change dfelinto patch to use SCA_IScene instead of ↵Benoit Bolsee
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.
2010-03-03BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) ↵Dalai Felinto
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)
2010-02-21No need for this change anymore (force include to get BLO_sys_types.h in GE)Martin Poirier
2010-02-21Compile fix for CMakeElia Sarti
2010-02-12correct fsf addressCampbell Barton
2010-01-30BGE: patch [#20293] Added python sensor attribute: Status.Benoit Bolsee