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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.
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2016-08-16More fixes from coverity report.Bastien Montagne
2015-07-28BGE: Navmesh fixes and improvementsSybren A. Stüvel
The navigation mesh functionality was broken for quite a while. This patch contains fixes: recalculating tesselations before getting the number of tesselation faces (it otherwise returned 0) before calculating the navmesh, and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object (which fixes visualisation in Blender). This allows one to create a new navmesh, which also works in the BGE. Furthermore, the patch adds several return values, and shows more error messages when things go wrong. In several places in the navmesh creation code, return codes weren't checked and errors silently ignored. Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame Reviewed By: panzergame Differential Revision: https://developer.blender.org/D1435
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
2014-08-10BGE: fix a bug causing frequent crash on scene restart with navmesh.Benoit Bolsee
2014-05-28BGE cleanup: Removing some potential memory leaks from KX_NavMeshObject when ↵Mitchell Stokes
it fails to build a navmesh.
2014-05-14BGE: Fixing some NavMesh memory leaks.Mitchell Stokes
2013-11-04BGE Rasterizer Cleanup: Cleaning up some includes.Mitchell Stokes
2013-11-02fix memory leak with navmeshCampbell Barton
2013-08-04code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making ↵Campbell Barton
a hash from the object name.
2013-08-04avoid freeing NULL pointer for navmesh BuildVertIndArrays and dont truncate ↵Campbell Barton
memset arg.
2013-03-23fix for BGE crash replicating a navmesh.Campbell Barton
2012-10-22style cleanupCampbell Barton
2012-10-20style cleanupCampbell Barton
2012-09-16style cleanupCampbell Barton
2012-04-16Fix #30720: Creating Navmesh crashes blenderSergey Sharybin
In fact there were several issues fixed (all of them regressions since bmesh merge): - Creating navmesh crashed because creating new faces for mesh was trying to set default values for all customdata layers in this face. This requires memory pool created for this datablock. Usually this pool is creating on creating datablock if there're some elements to be stored in this block. In cases of regular primitive creating it wasn't an issue because they doesn't create customdata layers, they only creates geometry. Navigation mesh creates geometry and customdata layers (CD_RECAST layer) which used to confuse a bit custom data functions. Solved by ensuring there's memory pool created for polygons datablock after adding new custom data layer. Most probably it's better to be resolved on CD level (like smarter track on changed amount of stored data and so) but prefer not to make such global changes so close to the release. - Toggling edit mode lead to loosing recast datalayer. Solved by adding recast layer to bmesh mask so it'll be copied to/from edit mesh. - Some part of code assumed raycast layer is in face datablock, some that it's in polygon datablock. Made it to be in polygons datablock. Kind of temporary solution to make navmesh working, probably it'll fail if one will want to edit navmesh by hand after it was generated. Proper way would be to ensure the whole navmesh things are using ngons.
2012-03-31move debug flag into its own global var (G.debug), split up debug options.Campbell Barton
--debug --debug-ffmpeg --debug-python --debug-events --debug-wm This makes debug output easier to read - event debug prints would flood output too much before. For convenience: --debug-all turns all debug flags on (works as --debug did before). also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-08style cleanup - remove unneeded ';'sCampbell Barton
2012-02-03svn merge ^/trunk/blender -r43830:43864Campbell Barton
2012-02-02Fix #29381: Navmeshs frees not guarded allocated memory and leakedSergey Sharybin
There were two issues discovered: - Triangles mapping didn't free in buildNavMeshData if there's no recast data for an object - KX_NavMeshObject used not-guarded allocation for polygons storage, but used guarded freeing stuff to free used memory, producing error messages in the console and leading to memory leak. Wasn't actually harmful for users -- there was no memory corruptions and error happens only when object was set up in a way when navmesh can't work in theory.
2011-11-08bmesh: fixed merge issues with navmesh (though I've not tested if it works yet).Joseph Eagar
also fixed a small crasher in bridge.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-30Recast: upgrade library.Benoit Bolsee
- Upgrade Recast library to latest portable version - Implement recast_qsort based on FreeBSD qsort.c to have portable thread safe quick sort for use in conversion routine. - Better default value for the Build Navigation Mesh operator
2011-09-20Get rid of c++ in blenkernel and modifiersSergey Sharybin
Also use guarded allocations for navmesh stuff.
2011-09-11Recast: fix bad level calls, Recast compiled out if BGE not enabled. SCons ↵Benoit Bolsee
updated but not tested.
2011-09-10Another set of fixes for recats: osx uses different order of arguments for ↵Sergey Sharybin
sort_r and it's callback. Also do not use char constants like 'NAVM' which is casting to int. And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
2011-09-10fix for building with collada and some other warningsCampbell Barton
2011-09-10recast and detour patch now builds again with GCCCampbell Barton
- rearrange structs to work for 64bit - define all vars before goto's - ifdefs for qsort_r/qsort_s - dont cast pointers to int only for NULL checks - dont printf STR_String directly, get the char pointer from it also minor change to gpu py module, no need to pass empty tuple to PyObject_CallObject, can just be NULL
2011-09-10SVN maintenance.Guillermo S. Romero
2011-05-17synched with trunk at revision 36569Nick Samarin
2010-07-30- moved navmesh conversion code to ED_Editors project ↵Nick Samarin
(ED_navmesh_conversion.h and navmesh_conversion.cpp files) - added new custom data layer CD_Recast
2010-07-28- reworked conversion to dtStatNavMesh in KX_NavMeshObject to support ↵Nick Samarin
navigation mesh editing
2010-07-28- added operators for manual assigning navigation polygon idx to mesh faces ↵Nick Samarin
in edit mode - modified conversion process to take into account changes caused by mesh editing Note: conversion to dtStatNavMesh in KX_NavMeshObject hasn't worked correctly yet
2010-07-21- added custom get function for navmesh property of steering actuator to ↵Nick Samarin
accept only objects with NavMesh physics type - fixed the access to KX_SteeringActuator attributes from scripts - added enum members for KX_SteeringActuator and KX_NavMeshObject to GameLogic dictionary
2010-07-20- set defaults to steering actuator parametersNick Samarin
- fixed order of triangle indexes for navigation mesh representation
2010-07-15- added options to enable visualization for obstacle simulation and steering ↵Nick Samarin
actuator - added python attributes for parameters of steering actuator
2010-07-15- set default value for level height paramsNick Samarin
- added flag OPTYPE_UNDO for navmesh operator to enable undo operation
2010-07-14- fixed bugs with unique vertices of detailed mesh in generation and ↵Nick Samarin
conversion of navigation mesh - set default physic type and name for navigation mesh object
2010-07-10Work on conversion of the navigation mesh: we build navmesh directly from ↵Nick Samarin
blender mesh using custom face data, when no custom data provided we use RAS_MeshObject interface
2010-06-26added actual creation of navigation mesh for navmesh modifierNick Samarin
2010-06-19Added:Nick Samarin
- obstacle culling for correct simulation in 3d - flag for steering actuator termination on reaching target - path recalculation period - advance by waypoints (for path following)
2010-06-16- registration obstacle in game objectNick Samarin
- creation obstacle on object replication (including navmesh object) - creation object transform for navigation mesh directly from blender object instead of using SGNode world transform (because SGNode doesn't exists yet when building navmesh on ProcessReplica)
2010-06-08Added segment obstacles, creation obstacles for walls of navigation meshNick Samarin
2010-06-01Added new actuator type for following steering behaviors: seek, flee, path ↵Nick Samarin
following; renamed KX_Pathfinder to KX_NavMeshObject