Age | Commit message (Collapse) | Author |
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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.
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Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
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Note: This is not about functionality, but about using the same stub file
we are using in Blender for the game engine in blender2.8.
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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
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This patch allows the game engine to keep running while performing things like PNG compression and disk I/O.
As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS.
Reviewers: lordloki, moguri, panzergame
Reviewed By: moguri, panzergame
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1507
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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This patch adds a new API function to get the actual display dimensions in pixels.
Reviewers: dfelinto, sybren, lordloki, moguri
Reviewed By: lordloki, moguri
Differential Revision: https://developer.blender.org/D648
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
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X_BlenderRenderTools.cpp but not to GPC_RenderTools.cpp.
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duplicates (tsk tsk!)
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Changing the RayHit method to ignore invisible faces
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that were removed in an earlier commit. This should allow SCons to build the game engine again.
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system include.
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GPG_System inherit directly from KX_ISystem.
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Lijsen (blenderhilfe).
Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
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Blenderplayer" reported by HG1.
Someone forgot to add relative path expansion (BLI_path_abs) to the Blenderplayer...
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The embedded player was calling glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) before rendering font objects, but someone forgot to add this to the Blenderplayer.
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while the docs said it followed the settings in the Output panel, other file
formats work now.
Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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values passed as pointers.
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mingw.
also compiling without bullet needed a stub added.
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You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
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the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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also add assert to catch this case more quickly.
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add a check for duplicates in BlenderLib()m, if 0'd now.
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use uninitialized memory. I had fixed this previously in Swiss, but it looks like I missed grabbing the fix when bringing the GetViewPort() changes into trunk.
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had a typo too.
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viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
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the Blenderplayer. This keeps the text from being blocked by geometry in the scene.
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