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2009-12-31BGE: (1) stereo tooltip update (2) blenderplayer working with new stereo ↵Dalai Felinto
setting (3) blenderplayer building again (patch by Mitchell Stokes - Moguri) (1) the new text suggest what was the default eye separation before. Now I'm confident that changing the eye separation for the UI is a good move (2) no big deal here. It's not reading the parameter from the command line. But does it ever read it? (3) stubs.c update and glew linking statically. patch by Mitchell Stokes, thanks for that. And now we finish 2009 with a building blenderplayer =D
2009-11-22MSVC 9 projectfilesAndrea Weikert
* Added GLEW_STATIC where necessary to make Blender compile again * First attempt at compiling blenderplayer again - compiles, but doesn't link yet * removed deprecated SND_ functions from blenderplayer
2009-11-16bpplayer compiling fixes: ([#19890] Getting the Blenderplayer to build again ↵Dalai Felinto
by Mitchel Stokes (moguri) and some changes form mine) 1) SetDisplayArea was created in Blender but we forgot to set it in the player 2) Fix some SCons incs (using lists instead of strings) 3) added more nasty stubs calls (this file is getting big) * typo fix from last commit **) it's raining with bolts here and I have to turn the internet off. I couldnt hard test this commit but it looks like working. sorry if sometihng go wrong
2009-11-02how embarrassing!Campbell Barton
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-06white space commit. (2 spaces -> tab).Campbell Barton
Was annoying to use a different editor for cmake only. theeth says this should be ok with gsoc and merges from branches.
2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05Fixed sound stuff for gameplayer, no sound though as U.audiodevice is set to ↵Joerg Mueller
0 (="No Audio").
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2009-09-03sound init/exit so at least the player opensCampbell Barton
2009-09-03BlenderPlayer linking again for cmake - 148 errors gone.Dalai Felinto
After talking with Ton and Campbell we agreed that it wouldn't hurt to have blenderplayer again (specially now since BGE is almost 100% working in 2.5). However in order to make it link, I needed to bring back stubs, a lot of so-called bad calls. I'm not sure how we should proceed from here, but it looks like people could start to take a look at source/blenderplayer/bad_level_calls_stubs/stubs.c and fix their own modules/functions ** NOTE: I removed the sound calls from BlenderPlayer. In order to fix it look at //XXX ADD SOUND in GPG_Application.cpp and GPC_Engine *** tested in CMake+MSVC. - Scons is not building !!! (why does the building systems have to be so different?) And someone may like to fix make. (take a look at /trunk/source/blender/blenkernel/bad_level_call_stubs/Makefile ) **** it may work better inside /source/gameengine/GamePlayer
2009-09-02== SCons ==Nathan Letwory
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-08-19cmake cleanup (remove unused includes, make some within IF checks)Campbell Barton
2009-08-112.5Ton Roosendaal
Makefiles to get new AUD stuff to compile (OSX 10.3 PPC) It uses lib/samplerate, which gets committed soon too
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-08-04remove makefile cruft, mostly BGE related references to SUMO, Fuzzics, ↵Campbell Barton
Blenkey etc. also remove define MOZ_NOT_NET that was being used all over for telling the plugin to link against mozilla (not netscape)
2009-07-16SConsNathan Letwory
* ensure all SConscripts are ready for win64-vc (where necessary). * ensure we have proper _DEBUG flag for Python when we're doing a debug build. * some cleaning up of linking etc. * ensure /EHsc is there for game engine modules.
2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
2009-06-162.5: Image EditorBrecht Van Lommel
* Started porting over to python, menus nearly done, header WIP. * Game Properties panel is in python too * Deprecated "Tiles" as a per face flag here, now it's always on the image, used to be both, working in a very confusing way. Unlikely someone actually had a purpose for this being per face. * Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore, so I don't want to bother updating it. * Fix crash in image painting (own mistake in porting over bugfix from 2.4x).
2009-06-13merged from trunk 20741:20848 Campbell Barton
* Missing changes to release/windows/installer * Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5 * brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-09Fix for bug #18900: game engine lights in non-glsl mode did moveBrecht Van Lommel
anymore, missing matrix update. Also move some code to KX_LightObject to avoid duplication with player.
2009-06-092.50:Brecht Van Lommel
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.
2009-05-26Misc warningsCampbell Barton
- Removed/Commented some unused vars - CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed. - KX_ConstraintWrapper::GetConstraintId allows args but ignored them - KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions). - BLI_natstrcmp didnt return 0 when the while loop exited
2009-05-162.5Ton Roosendaal
Make GE compile again, it still called old BMF_font
2009-05-06Big, big commit!!Diego Borghetti
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2 2) Remove the old bmfont 3) Remove ftfont and bFTGL library 4) Implement a new BLF_draw_default function for place that still need/use the old BMF api. I try to update both, scons and cmake, but I only can test with make, so hope all work fine. MSVC is broken, but I don't have Windows, things to search and fix are any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont). Always have to link/include the freetype2 library Remove any reference to libbmfont Remove any reference to libftfont Remove any reference to libbftgl (or libbFTGL)
2009-04-23Fix for part of bug #18496: issue with light state switchingBrecht Van Lommel
when using Dome.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-15This is patch [#18408] Build issues with make on Cygwin hosted MinGW (2.48.1)Kent Mein
submitted by Wayne Dennis adds an include, changes pythonlib and does a little cleaning of dlltool stuff. Kent
2009-04-10BGE BugfixCampbell Barton
The End key didn't work work at all for the keyboard sensor. Removed getEventList() since it was added since 2.48a release.
2009-04-02[#18472] [patch] Speeding up Blenderplayer's profile drawingCampbell Barton
from Mitchell Stokes (moguri)
2009-03-24Fix for bug #18423: BGE lights in overlay scene also affectedBrecht Van Lommel
other scenes, for texture face / multitexture materials. Fix for bug #18428: BGE lights on hidden layers were still used, for all material types, now they have no effect
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r18677:19317 Notes: * Sequence transform strip uses G.scene global, this is commented out now, should be fixed. * Etch-a-ton code was most difficult to merge. The files already in 2.5 got merged, but no new files were added. Calls to these files are commented out with "XXX etch-a-ton". editarmature.c and transform_snap.c were complex to merge. Martin, please check? * Game engine compiles and links again here for scons/make/cmake (player still fails to link).
2009-02-25Building the game engine with Solid/Sumo is now optional for scons using ↵Campbell Barton
WITH_BF_SOLID. Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-02-16SCons:Nathan Letwory
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained). * add cxx_compileflags for GE parts on win32-vc to have better performance. * NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
2009-02-06Fix for bug #18228: OpenGL specular did not get the correct viewBrecht Van Lommel
vector in perspective mode. This is default OpenGL behavior, but by now this optimization is really insignificant. Works in both the 3d view and game engine.
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2008-12-192.5: Change blenloader module to use the Report system for reporting errors.Brecht Van Lommel
2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-11-24patch #8583: Add support for gcc on irixStefan Gartner
to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in user-def.mk. Other changes related to irix: * compile solid from extern/ * don't build plugins (yet) with "make release" when using gcc (the shell script used assumes MIPSpro is installed) * use statvfs instead of statfs on irix, like done on solaris * use external libs from $(LCGDIR) instead of /usr/freeware * use glew header files from $(LCGDIR)/glew instead of the ones installed on the system (this applies to other platforms as well) * ffmpeg support currently is disabled on irix
2008-09-20[#17600] char* -> const char*Campbell Barton
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-08-28patch for compilation problem around KX_RayCast::Callback template with gccBenoit Bolsee
2008-08-27BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, ↵Benoit Bolsee
return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-03Small update to get the BlenderPlayer compiling (also needed for 2.47)Benoit Bolsee
2008-07-21BGE Bug Fix:#17349, fixes some problems about 2d-filtersHamed Zaghaghi
2008-07-12improvement of 2d-filter custom shader, Hamed Zaghaghi
some bugfixes, now you can use depth buffer and luminance buffer without any settings, also you can use object's properties in a shader
2008-06-28BGE , fix an compile errorHamed Zaghaghi
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-10error in variable name, not sure how this even compiledCampbell Barton
2008-06-09adding clip alpha (binary alpha) to the 3D view and game engine.Campbell Barton