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2012-09-16style cleanupCampbell Barton
2012-09-06style cleanup: indentationCampbell Barton
2012-09-04Fix for [#32469] "standalone blenderplayer no longer starts in lastest ↵Mitchell Stokes
build" reported by narutocanada. It looks like the Hive commit (r50310) didn't take changes from r49998 into account, so it was still relying on Ghost events to push the engine along instead of calling app->EngineNextFrame().
2012-09-04code cleanup: move file string defines into BLI_path_utils.h, ↵Campbell Barton
BKE_utildefines is now unused but keep incase we want to add defines there later.
2012-09-02..\commmit_hive.txtBenoit Bolsee
2012-08-26style cleanup: whitespaceCampbell Barton
2012-08-19Fix for [#32361] "Blenderplayer quad-buffer maximum 100Hz Fps" reported by HG1.Mitchell Stokes
Allowing the Blenderplayer to break 100fps by making it less dependent on Ghost's messages.
2012-08-12style cleanupCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-07-01style cleanup: commentsCampbell Barton
2012-06-07style cleanupCampbell Barton
2012-05-09Fix #31366: check to enable opengl quadbuffer stereo was wrong, causing it toBrecht Van Lommel
not work and making other stereo modes not work when the graphics card did not support quadbuffer stereo.
2012-05-05code cleanup: BKE_ naming, also make bpy.data.images.load() always load a ↵Campbell Barton
new image. (not use existing one)
2012-05-03Fix #31273: videotexture ImageRender not working in blenderplayer.Brecht Van Lommel
2012-04-11code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)Campbell Barton
2012-03-31move debug flag into its own global var (G.debug), split up debug options.Campbell Barton
--debug --debug-ffmpeg --debug-python --debug-events --debug-wm This makes debug output easier to read - event debug prints would flood output too much before. For convenience: --debug-all turns all debug flags on (works as --debug did before). also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-29Windows Blenderplayer: The console now closes when the Blenderplayer ↵Mitchell Stokes
launches (like it does with Blender). To get it back, use the -c flag, which is finally working as described: "-c: keep console window open"
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-08style cleanup - remove unneeded ';'sCampbell Barton
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-01Spelling CleanupCampbell Barton
2012-02-27style cleanup (mostly whitespace)Campbell Barton
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2012-02-18BGE bug #30173: ImageRender not working when initialized on frame 1. This ↵Benoit Bolsee
was because the canvas display area was initialized on render frame 1, which happens after logic frame 1. Fixed in blender and player by initializing the area on canvas creation.
2012-02-14font objects in blenderplayer fail when object with alpha is renderedDalai Felinto
the embed bge has its own DisableForText() routine which prepares the GL flags for the text render. For some reason blenderplayer is taking a slim approach and going straight for the rendering. This routine helps to address this bug/case (non reported, foundin my own project files). If need arises we should move this to its own routine incorporating the other GL tests the embed bge performs.
2012-02-10reverting commit [43876] Fix for aliased fonts in the game engineDalai Felinto
2012-02-10bugfix [#30127] alpha in FontObjects not working in blenderplayerDalai Felinto
2012-02-04Fix for aliased fonts in the game engine.Alex Fraser
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
2012-01-23Committing patch "[#27676] Change window size/resolution in realtime" by me.Mitchell Stokes
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-16opengl render save ignored alpha settings. also some FILE_MAX defines missed ↵Campbell Barton
last commit.
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.
2012-01-11minor changes to BLF api useCampbell Barton
- replace calls to BLF_width & BLF_height --> BLF_width_and_height - no need to call strlen() on length value passed to BLF_draw(). this already checks for \0 char.
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; }
2011-11-26replace FILE_MAXDIR + FILE_MAXFILE with FILE_MAXCampbell Barton
2011-11-25Merging Blenderplayer modifier fix (U.gameflags |= USER_DISABLE_VBO) from ↵Mitchell Stokes
Cucumber.
2011-11-22replace ImBuf.depth with ImBuf.planes to match ImageFormatData.planes & to ↵Campbell Barton
avoid confusion with ImageFormatData.depth
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-10-27Fix player prototype, fix compile for OSX/XCode4.2, use always tablet ↵Jens Verwiebe
enabled (test)
2011-10-27use const for readonly strings and set some functions to staticCampbell Barton
2011-10-26Fix #29030: render operator only used scene property if layers was used, now itBrecht Van Lommel
is possible to specify the scene without the layer too.
2011-10-25misc small edits, remove remaining Id'sCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-21Code cleanup: don't use btempdir/bprogdir/bprogname globals anymore, but wrapBrecht Van Lommel
in BLI_ functions.
2011-10-21- add convenience functions BLI_split_dir_part / BLI_split_file_part, which ↵Campbell Barton
just call BLI_split_dirfile(). - add a fixed value for bprogdir (the dir of bprogname), since it was being used for resource lookups.
2011-10-20strcpy() --> BLI_strncpy(), where source strings are not fixed and target ↵Campbell Barton
size is known.
2011-09-26change define INTERNATIONAL --> WITH_INTERNATIONALCampbell Barton
also rename backface_culling --> use_backface_culling (which is used elsewhere in rna)
2011-09-20- Fix for compiling without international supportSergey Sharybin
- Enable international support for win64 msvc by default