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2014-07-26SCons support for Ghost context refactorJason Wilkins
Tested on OSX Only tested the default options and did not implement code needed to link with EGL, but that can be done later
2014-07-26removed functionally dead GHOST_HACK_getFirstFile from GPG_ghostJason Wilkins
2014-07-23[Ghost Context Refactor] initial commit based on code review of ↵Jason Wilkins
https://developer.blender.org/D643
2014-07-01CMake: correct include dirsCampbell Barton
2014-06-23T39690: Modifications to Blender's 'temp dir' system.Bastien Montagne
Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never automatically cleaned up, and can end being quite big when used by Blender, especially when we have to store per-process data (using getpid() in file names). To address this, this patch: * Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path), the other is a mkdtemp-generated sub-dir, specific to each Blender instance. * Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always reuse the same filename (quit.blend...) or generate small file (crash reports...). * Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option). * Erases temp sub-dir on quit or crash. To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows. Note that, as in current code, the 'recover render result' hack-feature that was possible with SaveBuffer option is still removed. A real renderresult cache feature will be added soon, though. Reviewers: campbellbarton, brecht, sergey Reviewed By: campbellbarton, sergey CC: sergey Differential Revision: https://developer.blender.org/D531
2014-04-07blenderplayer - Reviewed some command line options and the respective helpbrita
Doubts: are written as comments in the code Current Problems: - stereo modes sometimes have different names and are ordered differently everywhere (blender properties panel names and tooltips, blenderplayer cmndline) - dome mode as several options, but can only take one at a time, like -D mode bla -D tilt X -D ... - gameoptions are also given one at a time, like above, but with an assignment -g option = X . This is inconsistent. - gameoptions need to be reviewed and docummented - parent to window (-i) is useful for what? (there is no wiki on this either) - there is no support for verbose options like --help (blender itself supports it) Reviewers: dfelinto, moguri CC: Differential Revision: https://developer.blender.org/D312
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-23Fix T38645 - Mouse reversed in standalone player with kdebrita
Reviewers: moguri Differential Revision: https://developer.blender.org/D344
2014-02-04Blenderplayer: Fixing a memory leak.Mitchell Stokes
IMB_moviecache_destruct() was not being called.
2014-01-23Fix T38110: GameEngine keyboard sensor ignores unicode charactersCampbell Barton
2014-01-02Add new BGE Stereo mode: 3DTV top-bottom.Benoit Bolsee
This mode is designed for passive 3D TV: the viewport is split horizontally - left eye above, right eye below - but the original camera viewport is squashed in each half (with half the vertical resolution). This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
2013-12-30Main API: refactor naming, use BKE_main_ prefix and add main arg.Campbell Barton
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-22Fix T37898: blenderplayer painfully slow in recent buildsSergey Sharybin
Issue was caused by recent image cache rewrite and root of the issue goes to the fact that blender player doesn't initialize cache limiter and it uses 32meg of memory only. This leads to infinite image loading/freeing. For now disabled cache limiter in game engine, this brings back old behavior. In theory we might be smarter here, but better caching policy is to be discussed.
2013-12-22Style Cleanup: remove preprocessor indentation (updated wiki style guide too)Campbell Barton
2013-11-06OSX/player: Remove some very old code ( 11 years+ ), was commented anywayJens Verwiebe
2013-11-05Scons: Fix BGE compile after cleanupJens Verwiebe
2013-11-04BGE Rasterizer Cleanup: The Blenderplayer now loads the monospace font so it ↵Mitchell Stokes
can properly draw the framerate and profile display.
2013-11-04BGE Rasterizer Cleanup: Removing the Singletexture material mode. More ↵Mitchell Stokes
conversion code will probably be needed.
2013-11-04BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the ↵Mitchell Stokes
functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
2013-10-07fix for casting shadows of scaled objects was made to ↵Campbell Barton
X_BlenderRenderTools.cpp but not to GPC_RenderTools.cpp.
2013-10-07remove minor differences between these 2 files which are almost exact ↵Campbell Barton
duplicates (tsk tsk!)
2013-10-03set mempool debug in the game-engine-player too. also remove redundant ↵Campbell Barton
mempool includes.
2013-09-12BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a ↵Daniel Stokes
on some ATI cards? Disabling display lists for legacy ATI cards since they don't support display lists well. Also removing an unused variable from the display list rasterizer.
2013-08-26BGE: Cleaning up the vsync code a little.Mitchell Stokes
2013-08-26blenderplayer builds againCampbell Barton
2013-08-19Speedup for guarded allocatorSergey Sharybin
- Re-arrange locks, so no actual memory allocation (which is relatively slow) happens from inside the lock. operation system will take care of locks which might be needed there on it's own. - Use spin lock instead of mutex, since it's just list operations happens from inside lock, no need in mutex here. - Use atomic operations for memory in use and total used blocks counters. This makes guarded allocator almost the same speed as non-guarded one in files from Tube project. There're still MemHead/MemTail overhead which might be bad for CPU cache utilization
2013-08-19Made modifiers_getVirtualModifierList safe for threadingSergey Sharybin
Move static variables to context filling in by this fcuntion and owned by a callee function. This ensures no conflicts between threads happens because of static variables used in this function. Also moved modifier types and virtual modifiers data to a function called from creator. This is needed to be sure all the information is properly initialied to the time when threads starts to use this data. -- svn merge -r57899:57900 ^/branches/soc-2013-depsgraph_mt
2013-08-17BGE: Flipping vsync constants so VSYNC_ON is 0.Mitchell Stokes
This will make transitions from older versions of Blender easier since VSYNC_ON will be the default. This could have been changed in a do_version, but the vsync code has yet to see an official release, so I figured this would be a bit nicer. Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-11BGE: Fixing the memory leaks reported when the BlenderPlayer exits.Mitchell Stokes
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
2013-08-06BGE: Making sure the BlenderPlayer calls Py_Finalize().Mitchell Stokes
2013-07-30BGE: Adding vsync control. Users can enable vsync, disable vsync, or use ↵Mitchell Stokes
adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
2013-07-26BGE Fix [#18804] Shadow type faces cast onto invisible faces (non-GLSL)Daniel Stokes
Changing the RayHit method to ignore invisible faces
2013-07-23replace use of strcat() where the string offset is known.Campbell Barton
also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
2013-07-20Re fixing BGE bug [#36223] Strange page fault of "Game" actuatorDaniel Stokes
Thanks to Campbell for helping me get a better fix put together.
2013-07-20Add the Boost include to the right CMakeLists.txt...Mitchell Stokes
2013-07-20More build fixes for r58428.Mitchell Stokes
2013-07-20SCons fix for r58428.Mitchell Stokes
2013-07-20Removing source files from source/gameengine/GamePlayer/common/SConscript ↵Mitchell Stokes
that were removed in an earlier commit. This should allow SCons to build the game engine again.
2013-07-20edit to r58425, BLI_math is available here, better not copy,paste from ↵Campbell Barton
linearrgb_to_srgb. also remove redundant check in AUD_FFMPEGReader::seek.
2013-07-20BGE: Partial fix for [#36151] "Distance model not carrying over to ↵Mitchell Stokes
standalone" reported by Florian Schneider (drjaska). The Blenderplayer wasn't initializing 3D audio settings from the scene settings like the embedded player was.
2013-07-17Merging changes from trunk r58091-58323.Mitchell Stokes
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2013-07-09BGE cleanup: Getting rid of an unused variable warning in GPG_Canvas::Init().Mitchell Stokes
2013-07-09BGE cleanup: removing some unused code from GPC_Canvas.Mitchell Stokes
2013-07-09BGE cleanup: Removing the GamePlayer/xembed folder and associated build ↵Mitchell Stokes
options. This code was very old and not used. For example web player code, look at Burster.
2013-07-09BGE cleanup: GPC_System was an empty class, so I'm dropping it and having ↵Mitchell Stokes
GPG_System inherit directly from KX_ISystem.
2013-07-09BGE cleanup: removing various unused code and files from GamePlayer/common.Mitchell Stokes
2013-07-09BGE cleanup: removing unused banner code from GPC_Canvas.Mitchell Stokes
2013-06-24BGE: Fix for [#34185] "billboard scale problem in groups" reported by Tobias ↵Mitchell Stokes
Lijsen (blenderhilfe). Use world scaling instead of local scaling when billboarding so we get all inherited scaling.