Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-11-13Merge of trunk into blender 2.5:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-11VideoTexture: support VideoTexture in blenderplayerBenoit Bolsee
2008-10-11Fix for a relative paths issue in the game engine. G.sce was beingBrecht Van Lommel
kept as the original file, but that can't work correct for solving relative paths once a .blend in another directory is loaded. The reason it went OK with the apricot tech demo is that the images there were lib linked into the level file, which still worked. Now it sets G.sce to the current loaded .blend file. Note that the python config file path still uses the first loaded .blend file so it looks in the same location each time. Also added some NULL pointer checks in the joystick code because it was crashing there on Mac, there's similar checks in related functions so I'm assuming this was just a missed case.
2008-10-04Game player: preserve material, debug settings, between .blend files.Brecht Van Lommel
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.
2008-09-20[#17600] char* -> const char*Campbell Barton
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
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.
2008-09-15Small tweak to get things compiling again.Kent Mein
Kent
2008-09-15Added -d debug option for blenderplayer, and remove someBrecht Van Lommel
invalid/unnecessary opengl calls on shader errors.
2008-09-15replaced static make_absolute_filename with BLI_convertstringcwdCampbell Barton
2008-09-14Fix for bug #5758 and #17585: armatures with IK constraint did notBrecht Van Lommel
work in the game player, now the IK lib is linked into the player. Makefiles/Scons/CMake buildsystems have been updated. Fix materials nodes to work in the game player.
2008-09-14Fix for bug #7097: blender multitexture materials in the game engineBrecht Van Lommel
player did not enable mipmapping when falling back to texfaces. Also commented out code that disabled mipmapping in the player on Mac OS X. If that is a workaround for a bug it is a really poor one, and hopefully fixed now since this code is from 2002 or earlier.
2008-09-14Various game engine fixes:Brecht Van Lommel
* Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then.
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.
2008-09-12Fixes for game engine runtime on Mac OS X, there were issuesBrecht Van Lommel
working with relative paths. Still doesn't work optimal, since paths are relative to game.blend which is in the app bundle under Contents/Resources, so other files need to be moved there manually at the moment.
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.
2008-09-11Bugfix: saved game engine runtimes failed to load library .blendBrecht Van Lommel
files with relative paths.
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.
2008-08-28patch for compilation problem around KX_RayCast::Callback template with gccBenoit Bolsee
2008-08-27BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, ↵Benoit Bolsee
return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
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
2008-08-03Small update to get the BlenderPlayer compiling (also needed for 2.47)Benoit Bolsee
2008-07-21BGE Bug Fix:#17349, fixes some problems about 2d-filtersHamed Zaghaghi
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.
2008-07-12improvement of 2d-filter custom shader, Hamed Zaghaghi
some bugfixes, now you can use depth buffer and luminance buffer without any settings, also you can use object's properties in a shader
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.
2008-06-28BGE , fix an compile errorHamed Zaghaghi
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.
2008-06-10error in variable name, not sure how this even compiledCampbell Barton
2008-06-09adding clip alpha (binary alpha) to the 3D view and game engine.Campbell Barton
2008-05-25Apply BGE patch 11137: Render objects with negative scaling correctly (as in ↵Benoit Bolsee
Blender)
2008-05-11fix BGE bug #8668: Behavior of os.getcwd() is not consistent between ↵Benoit Bolsee
operating systems Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer. Fix the game actuator in the BlenderPlayer to work like in Blender: - try first to load the .blend from the current working directory - if not found, try to load from the startup .blend or runtime base directory
2008-05-08Fixing up the webplugin defines for the Makefiles.Kent Mein
Now you can do one of the following to disable it: export NAN_NO_PLUGIN=true export WITH_BF_WEBPLUGIN=false or export WITH_BF_WEBPLUGIN=true to enable building it. (Its set to false by default) Kent
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/