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2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
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.
2017-07-21Fix strict compiler warning in BGE when linking directly to SDLSergey Sharybin
2017-05-20CMake: Use GCC7's -Wimplicit-fallthrough=5Campbell Barton
Use to avoid accidental missing break statements, use ATTR_FALLTHROUGH to suppress.
2016-07-14PyAPI: fix memory leaks in dictionary assignmentCampbell Barton
Thanks to Kévin Dietrich for spotting driver leak, checked other uses of PyDict_SetItem and found more.
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-05-10Fix T48369: Missing suport for main '+' key.Bastien Montagne
Many keyboard layouts (italian, spanish, german...) have direct access to '+' key on main keyboard area (not the numpad one), ans x11 has own define for this key, so use it instead of generating an unkown key event. Note that we most likely have much more missing 'specific' keycodes for non-US keyboard layout, but think since we already had a 'minus' keyevent, supporting 'plus' one is totally consistent. And we had a spare space in our defined values just for it even! This keyevent is only supported/generated by x11 and cocoa Ghost backends for now, neither SDL nor win32 seem to have matching key events...
2016-04-11BGE: Fix T48071: Global logic managerPorteries Tristan
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
2016-02-23Fix warnings reported by MSVCSergey Sharybin
Mainly it's related on a bad practice in SDL to force-define __SSE__ and __SSE2__ flags which generates quite some warnings and causes too much noise. There are some other warnings fixed. Should be no functional changes. NeXyon, please check the changes in audaspace :)
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2015-10-26BGE: generic python callback list + replace KX_PythonSeq.Porteries Tristan
I made this patch to declared a python list without converting all elements in python object (too slow) or use a CListValue which required CValue items (too expensive in memory). In the case of a big list of points like a collision contacts points list, to use a CListValue we must implement a new class based on CValue for 3D vector to create a python proxy even if mathutils do it perfectly, we must also convert all points (frequently ~100 points) when fill the CListValue even if the list is not used (in the case of the collision callback). The easy way is to use callback (it doesn't worth to do an inheritance) which convert the item in PyObject only during an acces. 5 callbacks are used : - Check if the list is valid = allow acces (like PyObjectPlus.invalid) - Get the list size - Get an item in the list by index. - Get an item name in the list by index (used for operator `list["name"]`) - Set an item in the list at the index position. All of these callback take as first argument the client instance. Why do we use a void * for the client instance ? : In KX_PythonInitTypes.cpp we have to initialize each python inherited class, if we use a template (the only other way) we must add this class each time we use a new type with in KX_PythonInitTypes.cpp To check if the list can be accessed from python by the user, we check if the python proxy, which is the `m_base` member, is still a valid proxy like in PyObjectPlus. But we can use a callback for more control of user access (e.g a list of collision point invalidate a frame later, in this case no real python owner). This python list is easily defined with : ``` CPythonCallBackList( void *client, // The client instance PyObject *base, // The python instance which owned this list, used to know if the list is valid (like in KX_PythonSeq) bool (*checkValid)(void *), // A callback to check if this list is till valid (optional) int (*getSize)(void *), // A callback to get size PyObject *(*getItem)(void *, int), // A callback to get an item const char *(*getItemName)(void *, int), // A callback to get an item name (optional) use for acces by string key bool (*setItem)(void *, int, PyObject *) // A callback to set an item (optional) ) ``` To show its usecase i replaced the odd KX_PythonSeq, it modify KX_Gameobject.sensors/controllers/actuators, SCA_IController.sensors/actuators and BL_ArmatureObject.constraints/channels. Example : {F245193}, See message in console, press R to erase the object and see invalid proxy error message. Reviewers: brita_, #game_python, youle, campbellbarton, moguri, agoose77, sergey Reviewed By: campbellbarton, moguri, agoose77, sergey Subscribers: sergey Projects: #game_engine Differential Revision: https://developer.blender.org/D1363
2015-10-26Cleanup: warning & whitespaceCampbell Barton
2015-10-23BGE: Fix T30179 action actuator not stoped when state changed.Porteries Tristan
The function SCA_IActuator::DecLink is now under virtual : in some case the actuator have to know when is useless.
2015-09-15BGE: make error message more clear when trying to de/activate actuator from ↵Dalai Felinto
non-active controller
2015-07-12BGE Clean-up: New EXP prefix for the BGE Expression moduleJorge Bernal
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
2015-05-30BGE Cleanup: Identical code for both if/else branchesJorge Bernal
2015-04-16BGE: Fix for T42341 Sensor.frequency is badly namedJorge Bernal
"Frequency" parameter is renamed to "Skip" in the LogicBricks sensors as it represents skipped frames between pulses. Naming something (frequency) the exact opposite of what it represents (period) was the worst choice. Also, a new BGE python attribute 'skippedTicks' was introduced. 'frequency' attribute is maintained but deprecated. Internally, freq variable is used yet at DNA_Sensor to maintain compability and to avoid do_versions. Thanks to Sybren for the investigation. {F162440} Reviewers: campbellbarton, sybren, moguri, hg1 Reviewed By: sybren, hg1 Differential Revision: https://developer.blender.org/D1229
2015-03-16reverting unintentionally changed value of enum OBJ_TEXTGaia Clary
2015-03-16fix D1130 renamed the enum OBJ_FONT to OBJ_TEXT to avoid naming conflicts in ↵Gaia Clary
Windows
2015-03-15BGE : Fix for T43724 and T41599 addObject() with KX_FontObject andPorteries Tristan
overlay scene GetGameObjectType is overwritten in KX_FontObject to differentiate a font object into AddNodeReplicaObject function. Now, in this function, we add fonts in the appropriate list. Reviewers: campbellbarton, moguri, dfelinto, lordloki Reviewed By: lordloki Subscribers: lordloki Projects: #game_logic, #game_engine Differential Revision: https://developer.blender.org/D1130
2015-03-07BGE: Fix for regressions T43883 and T43456 (and T43876 likely). SDL joystick ↵Jorge Bernal
related Only to create and destroy joystick devices for connected joysticks Reviewers: campbellbarton, sybren, moguri Reviewed By: sybren Maniphest Tasks: T43883, T43876 Differential Revision: https://developer.blender.org/D1161
2015-02-06cleanup: styleCampbell Barton
2015-01-29Fix crash on joystick access (if SDL's not found)Campbell Barton
D985 by @pgi
2015-01-21Cleanup: styleCampbell Barton
2015-01-05Recent fix for SDL2 broke joysticks for SDL1.2Campbell Barton
2015-01-04Fix 8 memory leaks from bad PyList_Append useCampbell Barton
2015-01-02Fix T43066: Joystick broken in GE since 2.73rcCampbell Barton
Caused by move to SDL2, fix thanks to jensverwiebe.
2014-12-31Joystick: Suppress add/remove device eventsSergey Sharybin
Previously they'll be printed to the console as a totally unknown events together claim this shouldn't have happened which is just misleading.
2014-11-23Cleanup: warningsCampbell Barton
2014-11-17Support dynamic loading of SDL librariesSergey Sharybin
This is mainly to address old issue when one need to have SDL library installed in order to use our official builds. Some hip distros already installs SDL, but it's not quite the same across all the variety of the distros. We also now switching to SDL-2.0, most of the distros have it in repositories already, so it shouldn't be huge deal to install it if needed. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D878
2014-11-13Windows (MSVC2013) move to SDL2Martijn Berger
2014-08-27Cleanup: remove _DEBUG define usageCampbell Barton
2014-07-18BGE: Add level mode to property actuatorHG1
This patch adds to the existing property actuator a level mode, which is switching the property depending on the input level. Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D652
2014-07-12BGE debug API and actuatorHG1
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization. It also adds a new debug actuator, which allows to control the same functions. This patch is a updated version of T33701. Thread on Blenderartists: http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018 Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D635
2014-07-03Slight cleanup for 4af848e.Mitchell Stokes
2014-07-03Fix T40923: An error from a python controller on a LibFreed object causes a ↵Mitchell Stokes
crash
2014-06-26BGE: New Mouse ActuatorJorge Bernal
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes. This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE. The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls. {F94520} {F91859} Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920} Reviewers: moguri Reviewed By: moguri CC: gomer, lordodin Differential Revision: https://developer.blender.org/D559
2014-06-17BGE: New Property sensor evaluation typesJorge Bernal
This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor. The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property Also, I have attached a screenshot and a blend to check. Reviewers: dfelinto, moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D476
2014-05-02BGE cleanup: Removing the unused SCA_EventManager::Replace_PhysicsScene().Mitchell Stokes
2014-01-23Fix T38110: GameEngine keyboard sensor ignores unicode charactersCampbell Barton
2014-01-11Code Cleanup: move MOUSEX/Y to BGE, describe INBETWEEN_MOUSEMOVECampbell Barton
2013-11-30Fix T36804: the property sensor when set to interval was causing a memory leakMitchell Stokes
The property sensor was using CValue::FindIdentifier(), which does an AddRef(). However, the property sensor was not calling Release() when it was done with the value. This could cause more leaks when used in conjunction with the copy property actuator since it would really throw off ref counts.
2013-11-24Code Cleanup: whitespace / formattingCampbell Barton
2013-11-02fix for possible leak in the expression controller find identifier.Campbell Barton
2013-09-23Fix related to #36319: restore SDL_VIDEODRIVER=dummy environment variable, itBrecht Van Lommel
seems that somehow not having this is causing keyboard events to be caught by SDL. This was removed because it broke addons that could use SDL, now set the environment variable only temporary during SDL initialization. This may have been causing issues with keyboard events getting missed in the game engine, but I couldn't confirm the issue here.
2013-08-30Cleaning up some prints related to SDL.Mitchell Stokes
2013-08-30Allowing the BGE to build with SDL2. I'm not sure if this is the correct fix ↵Mitchell Stokes
yet, but at least it builds.
2013-08-19style cleanup: indent/whitespaceCampbell Barton
2013-07-20Changing the python error when accessing SCA_JoystickSensor.axisSingle in ↵Daniel Stokes
the wrong mode to an AttributeError instead of a TypeError as this more accurately reflects the problem.
2013-07-17Merging changes from trunk r58091-58323.Mitchell Stokes
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.