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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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
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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
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to PHY_IPhysicsController
This was the last item in KX_ConvertPhysicsObject. Therefore,
KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been
removed.
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conversion code will probably be needed.
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
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- 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.
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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.
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optionally transform between UV1 / UV2
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mesh.transform(matid, matrix)
mesh.transform_uv(matid, matrix, uv_index=-1))
much more efficient then looping over verts in python to transform them.
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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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124-126 but isnt used by any build systems now.
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and scons)
when python is disabled videotextures are not built.
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Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.
- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.
Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)
Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.
video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogv
http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
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missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging
source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
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to work if the uninitialized pointer was not NULL.
- iris.c - looks like a copy/paste error, was using rect where it could not have been initialized.
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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.
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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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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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- Removed/Commented some unused vars
- CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed.
- KX_ConstraintWrapper::GetConstraintId allows args but ignored them
- KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions).
- BLI_natstrcmp didnt return 0 when the while loop exited
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This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or
full scan. The logic engine is now free of memory allocation, which is
an important stability factor.
The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.
The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:
Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.
With the new system, the sequential execution of controllers is still
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.
If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.
Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
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not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down.
- added gameOb.attrDict to get the internal gameObject dict.
- mesh.getVertex wasnt setting an exception.
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with defines or batch renaming funcs (with the exception of CListValue slicing)
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No changes for py2.x.
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CListValue fixes
- Disable changing CValueLists that the BGE uses internally (scene.objects.append(1) would crash when drawing)
- val=clist+list would modify clist in place, now return a new value.
- clist.append([....]), was working like extend.
- clist.append(val) didnt work for most CValue types like KX_GameObjects.
Other changes
- "isValid" was always returning True.
- Set all errors for invalid proxy access to PyExc_SystemError (was using a mix of error types)
- Added PyObjectPlus::InvalidateProxy() to manually invalidate, though if python ever gains access again, it will make a new valid proxy. This is so removing an object from a scene can invalidate the object even if its stored elsewhere in a CValueList for eg.
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ProcessReplica.
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* the ternary form refused to compile properly with msvc, rewrite a bit.
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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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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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