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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.
2013-07-10BGE: Committing patch #32422 "Debug properties for added objects" by HG1.Mitchell Stokes
This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
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
2013-03-25code cleanup:Campbell Barton
- remove unused defines. - quiet some shadow warnings. - bevel, ifdef out some asserts that are too common. - style
2013-03-17code cleanup: add 'const' to headers to quiet msvc warnings, also remove ↵Campbell Barton
(char *) casts that aren't needed now we're on Python3.3
2013-03-10patch [#34103] check_for_dupid.patchCampbell Barton
from Lawrence D'Oliveiro (ldo) - more comments - more uses of bool type - define symbol for length of in_use array in check_for_dupid
2013-02-27Fix various warnings with clang build, and adjust cmake clang warnings flagsBrecht Van Lommel
to include a few more that gcc is using too.
2013-02-04style cleanupCampbell Barton
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-12BGE: Fix for [#33839] "a logic.joysticks Crashes BGE" reported by Josiah ↵Mitchell Stokes
Lane (solarlune). On a scene change the SCA_JoystickManager gets destroyed which in turn means all of it's joystick instances are released. Since SCA_PythonJoystick was just using a borrowed reference, this allowed the joystick to be freed. Now the joystick's refcount is incremented so that the SCA_PythonJoystick's joystick reference will survive across scene changes.
2013-01-07BGE: Fix for [#33053] "2.6x Joystick Sensor Event: Axis fails to fire at ↵Mitchell Stokes
full tilt" reported by Auuman Anubis (auuman_anubis). The problem was that SCA_Joystick::pAxisTest() was using shorts, and tried to store abs(MIN_SHRT) in a short. However, on most systems MIN_SHRT == -32768 and MAX_SHRT == 32767. This means that abs(MIN_SHRT) > MAX_SHRT, and thus the short would overflow.
2013-01-01BGE: Fixing a crash that occurred when LibLoading a scene with a 2D Filter ↵Mitchell Stokes
Actuator. The actuator was still referencing the old scene.
2012-12-29style cleanupCampbell Barton
2012-12-21BGE: Adding a Python interface for handling joysticks without needing logic ↵Mitchell Stokes
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.
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-21py api cleanup, replace use...Campbell Barton
- PyLong_FromSsize_t --> PyLong_FromLong - PyLong_AsSsize_t --> PyLong_AsLong In all places except for those where python api expects PySsize_t (index lookups mainly). - use PyBool_FromLong in a few areas of the BGE. - fix incorrect assumption in the BGE that PySequence_Check() means PySequence_Fast_ functions can be used.
2012-11-11BGE: fix for 2 uses of uninitialized memory - property-sensor and ↵Campbell Barton
object-color for materials.
2012-11-11- property sensor was converting floating point values to text then back to ↵Campbell Barton
float - for floating point properties. - IntValue's GetNumber() was convert int -> float -> double. - BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.