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2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2017-08-22add GPU_glew headerCampbell Barton
2017-03-23convert last remaining GLU calls in BGEMike Erwin
Focus is on getting rid of GLU. We expect UPBGE to replace current BGE. Part of T49042
2016-04-11BGE: Fix T48071: Global logic managerPorteries Tristan
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
2016-01-28cleanup: spelling, comments, alignmentMike Erwin
fixed pet peeve “frustrum” and other non-functional changes.
2015-12-16BGE clean up: use float version of trigonometric functionsJorge Bernal
2015-12-16BGE Ketsji clean-up: double-promotion warningsJorge Bernal
2015-07-12BGE Clean-up: New EXP prefix for the BGE Expression moduleJorge Bernal
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
2015-07-02Game Engine: Camera Lens Shift: support to change it during gameDalai Felinto
2015-06-29Fix 73841 : Game Engine - Camera Lens ShiftDalai Felinto
This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python. ( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift - this page will be removed as soon as I commit this) Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue). Kudos for the BlenderVR project for supporting this feature development. Differential Revision: https://developer.blender.org/D1379
2015-04-10BGE : Fix T43800: getScreenVect()/getScreenPosition()/modelview_matrix ↵Thomas Szepe
returns incorrect results The getScreenVect(), getScreenPosition() and modelview_matrixmethod returns an incorrect results if called after the camera has been translated on the same frame. The model view matrix will be update only once per frame with Cam->SetModelviewMatrix in KX_KetsjiEngine::RenderFrame. Using GetWorldToCamera as model view matrix to get an actual view matrix even if the camera is moved. Reviewers: sergey, dfelinto, brita_, sybren, hg1, campbellbarton Reviewed By: hg1, campbellbarton Projects: #game_engine Differential Revision: https://developer.blender.org/D1170
2015-04-08BGE : Fix T36285 Wrong viewport scale.Porteries Tristan
Fix of T36285, I just invalidate projection matrix when a camera switch to viewport mode, because we need to rewrite the projection matrix in RenderFrame. It worked with old blender version because when you use viewport render one camera is added in the camera list and initialize its projection matrix for the first time. But when we used several cameras + viewport for splitscreen we had issues. Reviewers: dfelinto, hg1, ben2610, lordloki, moguri Reviewed By: moguri Projects: #game_rendering, #game_engine Differential Revision: https://developer.blender.org/D1202
2014-11-21Cleanup: typoCampbell Barton
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2013-11-04BGE Rasterizer Cleanup: Cleaning up some includes.Mitchell Stokes
2013-08-07Adding a fov attribute to KX_Camera. This attribute converts the field of ↵Daniel Stokes
view value and uses it to set lens.
2013-04-07BGE: KX_Camera.getScreenVect() was using glReadPixels to get a depth value, ↵Mitchell Stokes
which was causing a sync event between the gpu and cpu. glReadPixels was always returning 0, so I removed it and set depth to be a constant 0.
2012-11-21py api cleanup, replace use...Campbell Barton
- PyLong_FromSsize_t --> PyLong_FromLong - PyLong_AsSsize_t --> PyLong_AsLong In all places except for those where python api expects PySsize_t (index lookups mainly). - use PyBool_FromLong in a few areas of the BGE. - fix incorrect assumption in the BGE that PySequence_Check() means PySequence_Fast_ functions can be used.
2012-10-29style cleanupCampbell Barton
2012-10-22style cleanupCampbell Barton
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
2012-09-16style cleanupCampbell Barton
2012-08-26style cleanup: whitespaceCampbell Barton
2012-04-11code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)Campbell Barton
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2011-11-04Configurable sensor size:Sergey Sharybin
- Added support of variable size sensor width and height. - Added presets for most common cameras, also new presets can be defined by user. - Added option to control which dimension (vertical or horizontal) of sensor size defines FOV. Old behavior of automatic FOV calculation is also kept. - Renderer, viewport, game engine and collada importer/exporter should deal fine with this changes. Other exporters would be updated soon.
2011-11-03python string conversionCampbell Barton
- use _PyUnicode_AsStringAndSize where possible - use %R for PyErr_Format(...) rather then running repr on the object explicitly - use const char
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-01whitespace bge editsCampbell Barton
2011-07-09fix for NULL pointer usagesCampbell Barton
2011-06-17BGE: Camera.getScreenPosition wasn't working because of an unhandled ↵Campbell Barton
exception when called with a non vector argument (object or object name).
2011-04-11patch [#26861] Spelling, Typos, and GrammarCampbell Barton
- also fix own bad assert from yesterday & remove testing cmake print.
2011-02-25doxygen: gameengine/Ketsji tagged.Nathan Letwory
2010-11-21Changing KX_Camera.perspective didn't actually change the camera's ↵Mitchell Stokes
perspective because the camera's matrix was cached. The setter for KX_Camera.perspective now invalidates the camera's matrix so it's recomputed with the change.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-08-16Py API (GSoC): Second merging commitJoerg Mueller
Rough summary of fixes/changes: - Blender Py API: GameLogic -> bge.logic - Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs. - Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b] - Py API: Renaming _owner attribute of mathutils classes to owner. - Fix some minor errors in mathutils and blf. - Enabling game engine autoplay again based on a patch by Dalai: * The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error. * The 3D view are is made fullscreen. * Quad view, header, properties and toolbox panel are all hidden to get the maximum view. * If the game engine full screen setting is set, the game starts in fullscreen. - Fix for ipo conversion on file transition in the game engine.
2010-07-15change some references to .B.blend, .Blog to new namesCampbell Barton
2010-07-15patch from Goran Milovanovic for the BGE python api.Campbell Barton
camera.ortho_scale (use when in ortho mode only) (own previous commit incorrectly removed thumb metadata from new imbuf)
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-02-12correct fsf addressCampbell Barton
2010-01-18BGE: Mouse Sensor type defaults to 1 (MOUSELEFT ) + remove camera attribute ↵Dalai Felinto
from Camera objects. (if you want to mark your camera objects create a property manually ;) That way object.getPropertyNames() works consistently across all object types.
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-08-26remove all python api functions deprecated in 2.49Campbell Barton
2009-08-10remove python2.x supportCampbell Barton
2009-06-29BGE PyAPI support for subclassing any BGE game type from python, scripters ↵Campbell Barton
define extra functions on gameObjects. Adding a UI to set the type on startup can be added easily. # ---- class myPlayer(GameTypes.KX_GameObject): def die(self): # ... do stuff ... self.endObject() # make an instance player = myPlayer(gameOb) # gameOb is made invalid now. player.die() # ---- One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.xCampbell Barton
2009-06-28BGE Python APICampbell Barton
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-12use contains for ListValue and KX_GameObject types (has_key is deprecated by ↵Campbell Barton
python) eg. if 'prop' in gameOb: ... if 'GameOb' in sce.objects: ...