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2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-07-07Fix compile with scons, after thread commit in r38185Nathan Letwory
2011-07-07The Blenderplayer wasn't freeing GPU_Textures since according to ↵Mitchell Stokes
BLI_threads, GPU_free_image() was never being called from the main thread. Calling BLI_threadapi_init() when the Blenderplayer starts sets the current thread as the main thread and solves the problem.
2011-06-27Fix last part of #26850: OS X game player did not react to quit event.Brecht Van Lommel
2011-06-16Blenderplayer: Setting G.main to NULL after it's freed to avoid issues later ↵Mitchell Stokes
with GPU_free_images()
2011-06-15Committing patch #25676 Anisotropic filtering in viewport and BGE by me.Mitchell Stokes
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering: http://en.wikipedia.org/wiki/Anisotropic_filtering One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-03Fix for [#27562] audaspace not playing files in blenderplayerJoerg Mueller
blenderplayer wasn't initialising ffmpeg This might also fix [#27558] GE Sound works in Blender but not in runtimes
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-05-29Fixing the initglobals leak in the Blenderplayer (G.main reference was being ↵Mitchell Stokes
reassigned before it was freed).
2011-05-18cleanup onlyCampbell Barton
- rename 'name', 'dir' --> 'filepath' where these actually represent a file path to avoid confusion. - bugfix for possible (but unlikely) uninitialized string. - remove commented script append function, now we have a python api for this.
2011-05-11Code cleanup: remove readblenfile module, only contained some utility functionsBrecht Van Lommel
to read .blend files from runtimes, folded those into blenloader.
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.
2011-04-06add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their ↵Campbell Barton
own glew library.
2011-03-26fix for blenderplayer crashing on exit.Campbell Barton
the event consumer was being freed twice, once when going out of C++ scope, another when freeing the system.
2011-03-26print guarded-alloc memory leaks on blenderplayer exit.Campbell Barton
2011-02-25doxygen: gameengine/GamePlayer tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-02-13Fix #26064: blenderplayer is brokenSergey Sharybin
This changes were forgotten in svn rev34810. Should work fine now.
2011-01-30remove nan-makefilesCampbell Barton
2011-01-25use cmake defined names for jpeg, png, zlib and python libs, building on ↵Campbell Barton
*nix with non-standard libjpeg/png/zlib locations was broken. in the case of python this makes it easier to move to find_package(PythonLibs) when 3.x is supported.
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).
2011-01-05Adding overhead drawing (frame rate, profile, debug props) capabilities back ↵Mitchell Stokes
to the Blenderplayer by replacing commented out BMF_* functions with BLF_* equivalents.
2010-12-31Fixing a crash on exit when using the Blenderplayer on win32. When ↵Mitchell Stokes
free_blender() was freeing main, main was garbage since the blend file data was already freed. So, I just replaced free_blender) with IMB_exit() and free_nodesystem(). Using free_blender() worked when I was in Linux running tests. That or I'm just gong crazy. ;)
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-21Plugging up some memory leaks in the Blenderplayer that I found with valgrindMitchell Stokes
2010-12-16Patch:[#25163] BGE support for Blender Font objects - unicode supportDalai Felinto
Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-11-30remove unmaintained windows and unix game engine plugin code.Campbell Barton
2010-11-30Add option for CMake to build libredcode, also use CODEC prefix for ffmpeg, ↵Campbell Barton
quicktime & sndfile options.
2010-11-29fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,Campbell Barton
This define wasn't set in some parts of the BGE causing problems with the view matrix. in CMake define for the entire BGE fixes this.
2010-11-29include headers in cmake source, added a script to check for consistency, ↵Campbell Barton
reporting missing headers & C files. this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-12Getting BLF to work with the Blenderplayer.Mitchell Stokes
2010-11-05fix for linking the player, also fixes building without python and bullet.Campbell Barton
2010-10-31Fix cmake building of blender player.Brecht Van Lommel
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-26Added function RNA_property_update_check() to check if an update call is needed,Campbell Barton
Simple python benchmark shows this to be about 3x faster in the case where an update isn't needed. This also speeds up rna function argument parsing, since each arg in a function call did 2 string lookups on the context which were never needed.
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-18Use DEBUG instead of NDEBUGNathan Letwory
2010-10-18remove G.sce, use G.main->name instead.Campbell Barton
Both stored the filename of the blend file, but G.sce stored the last opened file. This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore). Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend.
2010-10-17- fixed remaining unused warnings.Campbell Barton
- omit render code from this warning (cmake only), until render branch is merged. - moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
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
2010-09-13blenderplayer parsing code (better) fixDalai Felinto
After last commit I realized that we have a different behavior when running blenderplayer or a runtime. Reason being is that when running blenderplayer the filename is mandatory. While in runtime mode it has no use for it (it can still be passed, but it makes no difference). I also updated the -h (help) message to be multiplataform and to pass the filename argument only when in blenderplayer mode. If someone wants to have fun it would be nice to port the blender new parsing code to the gameplayer. * note: how come "noaudio" is used in the examples but it's not in the options list? *ouch* I'm leaving as it's in case noaudio get implemented ...
2010-09-13blenderplayer commandline argument fixes (for -f and -w)Dalai Felinto
argc always include the filename, therefore all the optional parameters should check for < argc instead of <=argc. E.g. That was causing "blenderplayer -f 800 600 myfile.blend" to play in a wrong Bpp (since it was trying to parse the filename to fullScreenBpp). Bug introduced on rev. 16448 (in 2.49) and merged to 2.5 in rev. 19323
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-08-27own rna naming commits r31439 r31472 also renamed BGE vars unintentionallyCampbell Barton