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2008-05-06Fixes Makefiles for mac_compat_glext.h by updating some include paths.Kent Mein
Kent
2008-05-04missed out on some BLI_convertstringcode's, also found that playing relative ↵Campbell Barton
quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
2008-04-30fix BGE bug #8869: Added objects are not lit correctlyBenoit Bolsee
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-29getting ARB shaders working again in GE.Jean-Luc Peurière
This is is a kludge, and only to get a release working. later solution is to use glew
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.
2008-03-30== bugfix ==Andrea Weikert
fix for [#6950] Blender crashes when .blog file top line is 160 characters or more - made sure BLI_convertstringcode doesn't return more than 240 chars - went through all callers and fixed places where string passed to BLI_convertstringcode was too short - TODO: look into increasing sample->name and sound->name too, I prevented crashes, but filename might get shortened.
2008-02-13Added a global string to be used for the tempdir. since the user preference ↵Campbell Barton
is not loaded in background mode and the user preference is not validated and has no fallback. 'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
2008-02-05This is patch: [#8216] Make blender compile with gcc 4.3Kent Mein
minus one small include file that was commented out, I'm not sure why it was commented out but I'm pretty sure its needed. If there are still problems later we can sort it out, everything else is pretty simple. Kent
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.
2007-11-062d Filters updated, now you can use custom filter and write your own GLSL ↵Hamed Zaghaghi
shader program to filter rendering result.
2007-10-232d-Filters feature and actuators.Hamed Zaghaghi
2007-09-29GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.Mal Duffin
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully. It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ). I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed. It's great to have another GE coder on the team!
2007-08-07This should fix up saving a blender runtime.Kent Mein
If you look at the log, the last change to this file I was trying to fix game engine bug #6667. In so doing I added a print usage if you do not pass any arguments to the gameplayer. Things should work better now. Kent
2007-06-27This is a fix for game engine bug #6667Kent Mein
http://projects.blender.org/tracker/index.php?func=detail&aid=6667&group_id=9&atid=306 I moved some of the X11 initation code down a little bit so that if you run gameplayer with no args or gameplayer -h it will not crash even if you do not have X11 present. (All it does is print usage) Kent
2007-01-08= game engine fixes=Tom Musgrove
two fixes to the GE by Charlie
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)
2006-12-20GamePlayer: now uses new Image API calls too, so it compiles.Ton Roosendaal
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.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
2006-11-06* compiler command-line fix for scons/win32-mingwNathan Letwory
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.
2006-06-27patch from Ralf Hölzemer (cheleb) forStephen Swaney
#4499 Fix for build of blenderplayer on windows/mingw/scons fixes some invalid cflags for gcc on windows/mingw/scons -if sys.platform=='win32': +if (sys.platform=='win32') & ( Environment().subst('$CC') != 'gcc'): cflags = ['/GR'] Patch looks ok but no mingw evironment here to test. So mingw/sconsers to your testing stations. We can always roll back!
2006-05-20added fixed_framerate command line optionErwin Coumans
2006-05-13Text patch for game player, from Charlie: TFace from KX_PolygonMaterial, as ↵Erwin Coumans
opposed to KX_BlenderMaterial
2006-04-03made some gfx debug code win32 specificErwin 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
2006-02-08==SCons==Nathan Letwory
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux only, but was only linking issue, so should work on other platforms too). NOTE: I noticed some compileflags for GE specific libs that were left out - I re-enabled them in the SConscripts, but I'm going to do a test build my- self now, so if there are problems with them on win32, I probably already know about them :)
2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
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?)
2005-07-27- added debug line drawing in gameengine (handy for debugging physics problems)Erwin Coumans
- added #ifdef for a visual studio 8 crashing problems - added scaling and tolerances to triangle meshes
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)
2005-03-14This commit reverses the OpenEXR specific stuff in the OpenEXR commit IKent Mein
did last friday. A patch will be available in the patches tracker that will have the current stuff there until everything is working. Kent
2005-03-11Gernot Ziegler's patch to add OpenEXR support to blender.Kent Mein
To enable it you will need to download OpenEXR and install it. For the Makefiles you will need to set WITH_OPENEXR=true and set NAN_OPENEXR to point to where OpenEXR is installed. For scons you'll need to remove config.opts to get the new options so you can enable OpenEXR, I was not able to get blender to link with scons so the scons stuff may need to be tweaked a little but I think it should work. For other platform managers The OpenEXR stuff is similar to QUICKTIME you need to define WITH_OPENEXR and setup the library stuff and as you'll notice in this commit there are two extra files. Kent
2005-01-19Jacques patch to get things compiling on windows.Kent Mein
basically it returns NULL for two functions that had their entire body commented out. Kent
2005-01-18The non scons specific stuff for bug tracker bug #2131Kent Mein
Basically removed #include <iostream.h> from some files that didn't need it (and I'm assuming it caused problems) I'll leave the scons stuff for someone else to look at since I don't really use it. Kent
2005-01-16Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.Kester Maddock
Make game engine materials use Zoffs in Materials. Added Python material hooks.
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
2004-11-10GamePlayer seems to be forced to quit pressing "end key".Ton Roosendaal
The code to check for it was very weak... causing apple key to quit it too.
2004-11-08skip process serial number argument on os XJean-Luc Peurière
needed when starting player via drag & drop
2004-10-28Related to gameplayer png bug: cygwin needs to find the zlib libraryChris Want
too. (Thanks Richie)