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
2014-02-15Fix T37964: KX_GameObject missing NULL checks for m_physicsController.Mitchell Stokes
KX_GameObject::PySuspendDynamics() and KX_GameObjectPyRestoreDynamics() now make sure GetPhysicsController() is non NULL before attempting to use it.
2014-02-14Code cleanup: duplicate headersCampbell Barton
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-09Game Engine: Option to record static objects animationJames Yonan
2013-11-04BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController ↵Mitchell Stokes
and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-09-14BGE: Adding a Python collision API. The initial patch was provided by ↵Mitchell Stokes
agoose77, with some edits by me. KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
2013-08-15BGE: Finally adding support for additive layer blending.Mitchell Stokes
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-07-19Fix some definitions for MinGW64Antony Riakiotakis
2013-06-14BGE: Fixing a bug that caused KX_GameObject.localTransform to give incorrect ↵Mitchell Stokes
results.
2013-05-15BGE: A little bit of cleanup:Mitchell Stokes
* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this. * Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed. * Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
2013-05-03bge py api: raise an overflow exception when assigning a float to a bge ↵Campbell Barton
object which is out of the float range. also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
2013-04-05code cleanup: bge warningsCampbell Barton
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-05code cleanup: also change BKE_blender.h BLENDER_VERSION_CHAR to 'a' so as ↵Campbell Barton
not to confuse things.
2013-02-11BGE: Fix for issue #32606 "Raycasts are locked to the scene of calling ↵Mitchell Stokes
object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene.
2013-01-23make bullet optional againCampbell Barton
2013-01-11code cleanup: warnings, also add check in crash handler that a ↵Campbell Barton
wmWindowManager is present.
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.
2012-11-13BGE: Renaming KX_GameObject.group_parent and group_children to groupObject ↵Mitchell Stokes
and groupMembers to be a bit more descriptive and match the rest of the BGE Py API. KX_MeshProxy.transform_uv has also been renamed to transformUV. It would be nice to switch to PEP8 names for the BGE Python API, but for now, consistency is better.
2012-11-11BGE: fix for 2 uses of uninitialized memory - property-sensor and ↵Campbell Barton
object-color for materials.
2012-10-30BGE: Adding support for Bullet's collision masks. Each object now has a ↵Mitchell Stokes
collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with. The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
2012-10-22style cleanupCampbell Barton
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-09rename BGE KX_GameObject attrsCampbell Barton
* group -> group_parent * members -> group_children so its more clear what direction the relationship is.
2012-10-09patch [#31875] Patch to get scene access through a game objectCampbell Barton
from Jay Parker (battery)
2012-10-09code cleanup: quiet -WreorderCampbell Barton
2012-10-07BGE: Committing patch [#31442] "API improvements: Group references python ↵Mitchell Stokes
api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject: * KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned * KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
2012-09-16style cleanupCampbell Barton
2012-08-20patch/bugfix [#32006] Fix for Collision Sensor - R6025 pure virtual function ↵Dalai Felinto
call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [#30477] Collision Sensor - R6025 pure virtual function call crash
2012-08-08Accidentally did a commit when I wanted to revert... (ignore my last revision)Mitchell Stokes
2012-08-08(no commit message)Mitchell Stokes
2012-08-03code cleanup: double promotion warningsCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-07-21use fabsf when using floats.Campbell Barton
2012-04-24revert 45924, not a very clean solution, especially for external libraries ↵Antony Riakiotakis
and looks like -fpermissive is used in linux too
2012-04-24Remove mingw-w64 errors from loss of precision by converting 64bit pointers ↵Antony Riakiotakis
to ints. All cases found were harmless and the error behaviour could be turned off by the -fpermissive flag but I'd rather keep that off to detect any real problems should they arise.
2012-04-24First MinGW-w64 support for cmake has been added. To test I recommend this ↵Antony Riakiotakis
build: http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them. This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64. Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup). Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW. The wiki docs have also updated. Happy testing!
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-17minor mathutils code cleanup - use mathutils callbacks as unsigned chars ↵Campbell Barton
everywhere.
2012-03-13bmesh py api: more comprehensive intro page, also fix some spelling errors.Campbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-01Spelling CleanupCampbell Barton
2012-02-20minor edits to have the game engine and player building.Campbell Barton
2012-01-22cucumber merge: world scaling + video texture constantsDalai Felinto
revisions: 38166,38167,38177,38179,38180,38187,38242 To be implemented after merge: 1) add pydocs(rst) for the video texture new defines 2) see if a NodeSetLocalMatrix would fit well #43439 by kupoman Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code #38242 by kupoman Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk #38187 by kupoman Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject. #38180 by kupoman The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information. #38179 by kupoman Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling. #38177 by kupoman Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself. #38167 by kupoman Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations. #38166 by kupoman Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
2011-11-24rename mathutils constructors to match other parts of the bpy/api (no ↵Campbell Barton
functional changes)