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2008-09-26Bugfix: the game player did not initialize tiff and quicktime, so loadingBrecht Van Lommel
those file formats did not work. Also made sure G.order is initialized as otherwise some reading tiff goes wrong.
2008-09-17Fix for bug #4192: game engine armatures that are dynamically addedBrecht Van Lommel
but don't have an action got the pose of already added armatures, even though they're not related. This also fixes an issue where the armature in Blender would end up in the pose from the game after ESC, removes unneeded copies made during armature evaluation, and also solves the constraint copying hack.
2008-09-16Fix (harmless) error print about GameLogic.globalDict being lost. AlsoBrecht Van Lommel
fixed some memory leaks in this code and simplified it.
2008-09-13Game engine: added Rasterizer.get/setMaterialMode to set texface,Brecht Van Lommel
multitexture or glsl materials. This does not affect existing scenes, only newly created ones.
2008-09-12save and load configuration actuator, (option in game actuator menu)Campbell Barton
saves a marshal'd GameLogic.globalDict to the blendfile path with the blend extension replaced with bgeconf Use this in YoFrankie to save keyboard layout and graphics quality settings.
2008-09-11removed debug printCampbell Barton
2008-09-10Patch 17508: Blender Web Plugin - XEmbed. Enable XEmbed integration of ↵Benoit Bolsee
blenderplayer, using -i as input parameter to pass embedder window id. create a minimal web plugin to embed blenderplayer on web pages (using gecko/mozilla as browser). Only for *nix.
2008-09-06converted my gen_utils.h fix to PyObjectPlus.hKent Mein
Also added a fix for PyMarshal_WriteObjectToString Now I just need to figure out linking of the gameengine on my imac. Kent
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.
2008-08-29BGE Py API - GameKeys.EventToString() utility function, makes key ↵Campbell Barton
configuration menu's easier to write. own error with blenderplayer, wasnt decreffing the GameLogic module, probably didnt matter since python was restarted anyway, but is incorrect.
2008-08-20GameLogic.globalDict blenderplayer now keeps settings when loading new blend ↵Campbell Barton
files. workaround for python stopping and starting by storing the dictionary as marshal'd data. this means only python types are supported. This feature is needed so when switching from a menu to a level blendfile, the configuration isnt lost.
2008-08-06* blenderplayer wasnt useing the scenes frame rate.Campbell Barton
* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0 * Generated images arnt animated - use for a test to see if the textures animated.
2008-08-06Made Mathutils its own module rather then GanmeLogic.MathutilsCampbell Barton
2008-07-14importing the GameLogic module was being done by adding the text "import ↵Campbell Barton
GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with.
2008-06-30Fix for bug #7753: after game engine drawing with vertex arrays,Brecht Van Lommel
nurbs/curves/text dissappears. This also removes the "vertex arrays" option and enables it always for OpenGL version >= 1.1 - there's no need to have an option to make things render faster disabled by default, also it should work stable now.
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.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent
2008-04-13fix BGE bug #8880: blenderplayer closing when esc is pressed Benoit Bolsee
ESC now quits the game by default in all modes unless a keyboard sensor is set on ESC. In this case, the game designer must arrange for an alternative way to quit the game.
2008-02-04merging game_engine branch changes into trunk, 2d-filters and opengl speedupHamed Zaghaghi
2007-12-05This is a modified version of this patch:Kent Mein
[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
2007-11-06Patch [#7743] Enable display lists when vertex arrays are enabled, by Ovidiu ↵Hamed Zaghaghi
Sabou. this patch enable GE two use both vertex array and display lists. and speed up the engine a little, by the way thanks ovidiu.
2006-12-27-fixes in player: draw physics debugging, only render frames when actually ↵Erwin Coumans
updated, fix with hierarchies not properly build (causing crashes)
2006-11-30Reserved some Bullet 2.x constraint data.Erwin Coumans
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics. Added RigidBody constraint UI LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody Contribution by RCRuiz, Ramon Carlos.
2006-07-19use 'fixedtime/enable all frames' from the blend fileErwin Coumans
2006-07-19accidently replaced initGamePlayerPythonScripting with ↵Erwin Coumans
initGamePythonScripting, causing the gameplayer to crash on all platforms (lack of PyInitialize()...
2006-07-06some minor webplugin changes, new loading .blend, upgraded version to 2.42, ↵Erwin Coumans
enabled PhysicsConstraints module within sandbox.
2006-05-20added fixed_framerate command line optionErwin Coumans
2006-04-03applied Charlies patch for game engine graphics. display list support, and ↵Erwin Coumans
bumpmapping shader improvements.
2006-02-13gameplayer will use blender materials automaticallyErwin Coumans
2006-01-17after much suffering, got GE build and work almost cleanly on Os XJean-Luc Peurière
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
2005-08-23new game-menu option 'Record Game Physics to Ipo'Erwin Coumans
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2004-12-01.scr patch (from Raymond Penners)Kester Maddock
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost - Any blenderplayer.exe (with the patch applied) can be renamed into something.scr, and it will behave as a Windows screen saver. (Right-click the .scr file, and select "Install". Then, it will appear in the screen saver properties dialog part of the display settings, including small preview et al). - The screen saving functionality does not affect the executable when it is NOT named .scr - The screen saver automatically exits when the mouse/keyboard is moved/pressed. There is no more need to wrap blenderplayer.exe into a bat file and use python quit controllers, or whatever else is suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html - It has been currently been tested to work Windows XP
2004-08-10Fix blenderplayer command line option parsing.Kester Maddock
Fix stereo rendering in vertex array mode. Added sidebyside & anaglyph stereo modes.
2004-07-17Port Python updates from Tuhopuu2:Kester Maddock
getType/setType to action/sound actuator (sgefant) Use a more generic python -> math conversion.
2004-06-26Minor Fixes:Kester Maddock
Better use of booleans for python #include fixes for Windows Python Doc fixes Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-07Lighting updates:Kester Maddock
Added specular after texture. Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-05-21Fixes for Camera objects and python:Kester Maddock
Normalise clip planes for sphere testing. Do a frustum-sphere <-> sphere test Reference count all python objects (!)
2004-05-03Mouse Wheel Support for the Game Engine.Kester Maddock
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
2004-04-24Synchronise game engine with Tuhopuu2 tree.Kester Maddock
2004-04-111. Check material names passed to the physics engine (for collision sensors.)Kester Maddock
Consider: gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL); It works if matname is "MAblah", but not if matname is "". 2. Added constructor for struct RAS_CameraData. 3. Added initializers to the struct KX_ClientObjectInfo constructor 4. Collision sensors won't detect near sensors. 5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
2.25 like physics. [SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont