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2012-04-26Some style clean up on if and for statements to match trunk.Daniel Stokes
2012-04-25Merged revisions 41228-45910 from trunk/blenderDaniel Stokes
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-01-12Cucumber - AA for blenderplayer and fullscreenDalai Felinto
.............................................. svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845 Notes: ====== * we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though; * (for after commit) it would be nice to gray out the width/height when desktop=True * for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well. * there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber. Commit Logs: =========== # 40845 by dfelinto remove desktop and fullscreen properties. They are both part of playerflag now also I removed the fullscreen from the DNA completely. I don't think we need doversion that.. #39045 by kupoman The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely. #38973 by kupoman Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting. #38970 by kupoman Multisampling now works in a fullscreen Blender Player. #38968 by moguri Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
2012-01-11svn merge ^/trunk/blender -r42742:43270Dalai Felinto
conflicted files I had to fix manually: -------------------------------------- wm.py properties_particle.py properties_game.py rna_scene.c KX_BlenderInputDevice.h BL_BlenderDataConversion.cpp GPG_Application.cpp BL_Material.cpp KX_FontObject.cpp
2011-12-23Cleaning up the GPU_extensions_init/exit() code a bit to keep the ↵Mitchell Stokes
Blenderplayer from crashing on exit and restart.
2011-12-20Cucumber, first batch of merge - UI changes and custom exit keyDalai Felinto
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-10-26part 1: svn merge --non-interactive -r41228:41234 ↵Dalai Felinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender/ --accept=theirs-conflict (only source this time) still not trunk, but almost there
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-26Bringing the patch back into the branch.Daniel Stokes
The changelog: * properties_scene.py now uses COMPAT_ENGINES properly * fixed an error in space_logic.py * changed cmake flag WITH_DDS to WITH_IMAGE_DDS * fixed a crash with reading mipmap data in DDS files * fixed an inconsistency in GPG_Application.cpp * added a comment explaining why USER_DISABLE_VBO is set in GPG_ghost.cpp * removed some code that was accidentally committed to refix a crash from libloaded lights * fixed a memory leak with dynamic lights * reapplied a fix for raycasting (seems to always disappear) Thanks to Mitchell Stokes for the DDS fixes
2011-09-26Merge from trunk r40540Daniel Stokes
2011-09-11bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get ↵Dalai Felinto
changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-03whitespace editsCampbell Barton
2011-09-01whitespace bge editsCampbell Barton
2011-08-25Merge from trunk r39684Daniel Stokes
2011-08-23Merging trunk up to r39637.Joerg Mueller
2011-08-22fix [bf-blender-Patches][27924] Redundant applying of SetNetworkDeviceCampbell Barton
noticed by Jorge Bernal (lordloki)
2011-08-13BGE Animations: Adding an option to let users choose whether or not to lock ↵Mitchell Stokes
animation updates to the framerate. If this option is enabled, animations are only updated at the same speed as the animation framerate. This can give a significant speed up in performance, but at the cost of smoothness in animations. I'm defaulting this behavior to off for now, which is the behavior seen in trunk.
2011-08-10Recently VBOs started acting up when using display lists. Since the two ↵Daniel Stokes
really shouldn't be used together, and since using the two together cause no performance gain, display lists are disabled when VBO is chosen as the storage type. This is also reflected in the UI.
2011-08-03Adding a checkbox to the UI to allow the full screen Blender Player to use ↵Daniel Stokes
the current desktop resolution instead of the resolution setting.
2011-08-03Multisampling now works in a fullscreen Blender Player.Daniel Stokes
2011-07-09Merge from trunkDaniel Stokes
2011-06-29Added a UI option to set the storage type (useful for debugging/testing for ↵Daniel Stokes
older hardware). Default is an auto select. This also simplifies the code to instantiate the rasterizer.
2011-06-29Ported the VBO code from the bb_dev25 branch.Daniel Stokes
Notes from the bb_dev25 VBO commit: " 20409 - Patch:[#17523] BGE VBO patch by Samuel Anjam (toonist) 20411 - Missing files from last commit (Patch:[ #17523] BGE VBO patch by Samuel Anjam (toonist)) 20549 - Don' t create VBO at the same time as Display list. 20662 - Fix for: Normals are not being updated in VBO. 20663 - BGE VBO updates To do: 1) check if we need to update the tangent matrix as well 2) create the buffers only when necessary "The buffers for all the texture coordinates are [currently] created unconditionally even if some are not used during the render. Which buffer is used depends on the wireframe, GLSL/multitexture and the texture coordinate used by the material. RAS_VAOpenGLRasterizer::TexCoordPtr(), RAS_VAOpenGLRasterizer::IndexPrimitivesMulti() and RAS_VAOpenGLRasterizer::IndexPrimitives() show the buffers that are actually bound to. Only those buffers should be created." Note: VBO doesn't necessarly means better performance than Display List. They can perform faster in Skinned objects (where DisplayList is not being used). But it uses less memory than DisplayList and is a more modern Game Engine technology. Thanks again to Samuel Anjam (toonist) for the original patch. "
2011-06-29This commit rearranges the rasterizer to use a strategy design pattern. The ↵Daniel Stokes
concrete strategies are various storage methods. Currently these are immediate mode, and vertex arrays. This will make it cleaner to add in the VBO support (rather than having it mixed in with the vertex array rasterizer). In the process of changing the ListRasterizer to accommodate the changes to OpenGLRasterizer, a check for ATI cards no longer gets acted upon. This check may not have been necessary and would cause slow downs on ATI cards. Some testing will reveal if something needs to be added back in.
2011-06-27Fix last part of #26850: OS X game player did not react to quit event.Brecht Van Lommel
2011-06-15Moved control of the exit key away from the keyboard devices, and moved it ↵Daniel Stokes
to ketsjiengine. Added setExitKey and getExitKey to the python API
2011-06-15Centralizing the exit key methods to the keyboard devices. This should make ↵Daniel Stokes
it easier to get exit key control to the python API.
2011-06-15Some clean up from the last commit.Daniel Stokes
The exit key setting affects the Blenderplayer now.
2011-06-15Some more work on getting the exit key to work in the Blenderplayer.Daniel Stokes
Input is now restricted to keyboard events only for the exit key UI.
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-04Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by ↵Dalai Felinto
Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF The patch can also be found in http://codereview.appspot.com/4431072/ ############## This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window. Usage: blenderplayer.exe -i 123456 -m 16 file.blend where: 123456 - parent window handler (integer, default: 0) 16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1) ############## This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =) The Multisampling work for blenderplayer as a whole. Missing functionalities: - to expose the multisampling to the ui (so far it only works in console) - window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over) - handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together. Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-02-25doxygen: gameengine/GamePlayer tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-01-23BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor ↵Dalai Felinto
Balbio, changes by me. ---------------------------------- While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts. This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
2010-12-21Plugging up some memory leaks in the Blenderplayer that I found with valgrindMitchell Stokes
2010-11-05fix for linking the player, also fixes building without python and bullet.Campbell Barton
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-16Now sound init param removal revert should be fine (apparently my cmake ↵Nathan Letwory
project files missed rebuild hint for these, fortunately SCons did its job well).
2010-10-16most unused arg warnings corrected.Campbell Barton
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating). - mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-09-14blenderplayer fix for "offset" problem when in fullscreen mode (worked ↵Dalai Felinto
together with Nathan Letwory - jesterKing) The FullScreen state was never set. Therefore the window boundary was returning the wrong dimensions (it was assuming that it was not fullscreen). * Note: blender.exe -W has a similar problem. We are working on that ... Tested in Windows only. If someone can test in Linux and OSX please let me know if it's good there as well. To test it: ./blenderplayer -f myfile.blend
2010-05-30reverting previous commit from Mitchell. His commit went to the trunk ↵Dalai Felinto
instead of the branch :) svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-30Reversing the last merge because I botched it.Mitchell Stokes
2010-05-07Merge image related changes from the render branch. This includes the imageBrecht Van Lommel
tile cache code in imbuf, but it is not hooked up to the render engine. Imbuf module: some small refactoring and removing a lot of unused or old code (about 6.5k lines). * Added a ImFileType struct with callbacks to make adding an file format type, or making changes to the API easier. * Move imbuf init/exit code into IMB_init()/IMB_exit() functions. * Increased mipmap levels from 10 to 20, you run into this limit already with a 2k image. * Removed hamx, amiga, anim5 format support. * Removed colormap saving, only simple colormap code now for reading tga. * Removed gen_dynlibtiff.py, editing this is almost as much work as just editing the code directly. * Functions removed that were only used for sequencer plugin API: IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp, IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace, IMB_dit0, IMB_dit2, IMB_cspace * Write metadata info into OpenEXR images. Can be viewed with the command line utility 'exrheader' For the image tile cache code, see this page: http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
2010-04-24BGE Fix: [#19951] mouse over sensor is broken with letterboxing framingDalai Felinto
Tested with GameLogic.mouse.position and mouse over sensor. It should be working with other mouse sensor as well. If not, please help to test and report a bug. (couldn't test blenderplayer but it should be working there as well). (Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that) I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-02-22game engine support for recording animation back & some other minor changes.Campbell Barton
2010-02-22Fix for the player by nazg-gul.Joerg Mueller
2010-02-12correct fsf addressCampbell Barton
2010-01-11get rid of annoying duplicate python initialization code, added ↵Campbell Barton
setupGamePython() which initializes modules