Age | Commit message (Collapse) | Author |
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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.
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Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
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This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.
Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1
Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1690
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Making the reference argument optional for the addObject function.
```
scene.addObject("Cube")
```
This allows to keep the rotation, scale and position of the original object.
To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene.
Reviewers: lordloki, moguri, hg1, sybren
Reviewed By: hg1, sybren
Subscribers: agoose77
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1222
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The layers in Blender are using a bit field for the 20 layers. The light layer value was limited to 20, so the highest usable light layer was five.
The patch modify the range and add layer out of range error messages.
Reviewers: sybren, hg1, moguri
Reviewed By: hg1, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1238
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The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
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This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
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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.
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Any GLSL materials loaded after lights are LibLoaded will now use the lights in
heir shaders. This includes materials loaded from the same scene as the LibLoaded
lights. We could later add a new flag to LibLoad to recompile all existing shaders,
but this commit should offer a lot more flexibility as is.
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the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
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had a typo too.
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* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
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/ classes.
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PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
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http://markmail.org/message/fp7ozcywxum3ar7n
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gameplayer, ketsji
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from Mitchell Stokes (moguri)
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function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
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and scons)
when python is disabled videotextures are not built.
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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.
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anymore, missing matrix update. Also move some code to KX_LightObject
to avoid duplication with player.
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in fact I redid part of the last "fix", making it working properly now.
Before we were changing Lamp->la . This is the Blender Lamp, we shouldn't touch it.
So this part of the code is correct now.
Things that could be tackled:
- color attribute is returning negative values when NEGATIVE is toggled
- objects with no material (default gray one) still don't support lamp spots (not spot lamp but the spot of the lamps)
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patch from dfelinto and moguri, thanks for the good work.
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Added type access to the SCA_PropertyActuator, added missing function in library docs.
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Separate getting a normal attribute and getting __dict__, was having to do too a check for __dict__ on each class (multiple times per getattro call from python) when its not used that often.
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- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.
From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.
Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
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Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
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Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.
Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
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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.
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=============================
* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
effect, to keep the code in sync with apricot.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Added attributes to the vertex class.
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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