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2009-01-262.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17853:HEAD
2008-11-13Merge of trunk into blender 2.5:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-01Preparation to VideoTexture: everything but the VideoTexture module itself.Benoit Bolsee
Rename PHY_GetActiveScene() to KX_GetActiveScene(): more logical name Add KX_GetActiveEngine() new KX_KetsjiEngine::GetClockTime(void) to return current render frame time: if the CPU does not keep up with the frame rate, up to 5 consecutive logic frames are processed between each render frame, so that the logic system stays accurate even if the graphic system is slow. For the video texture module, it is important to stay in sync with the render frame: no need to update the texture for logic frame. BL_Texture::swapTexture(): texture id manipulation BL_Texture::getTex() : return material texture Enable video support in ffmpeg for Linux.
2008-10-11Fix for a relative paths issue in the game engine. G.sce was beingBrecht Van Lommel
kept as the original file, but that can't work correct for solving relative paths once a .blend in another directory is loaded. The reason it went OK with the apricot tech demo is that the images there were lib linked into the level file, which still worked. Now it sets G.sce to the current loaded .blend file. Note that the python config file path still uses the first loaded .blend file so it looks in the same location each time. Also added some NULL pointer checks in the joystick code because it was crashing there on Mac, there's similar checks in related functions so I'm assuming this was just a missed case.
2008-10-03Blender works with python 2.6, our own import functions that replace pythons ↵Campbell Barton
internal function needed updating for an extra in argument in 2.6. if importing is not working blender should not crash (was crashing on exit)
2008-10-03error with GameLogic.globalDict loading. It would replace the dictionary ↵Campbell Barton
rather then updating it. This meant the BGE would load in an old dictonary replacing the loaded dict, loosing settings. was also missing a decref for marshal data
2008-10-02Python 2.4 should build with the game engine now, no thanks to python for ↵Campbell Barton
switching from char to const char
2008-09-25BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() ↵Benoit Bolsee
Python function.
2008-09-22BGE patch: KX_STATEx constant to allow simple state manipulation in setState()Benoit Bolsee
The constants KX_STATE1 to KX_STATE30 can be used with setState() to change the object state in a python controller. The constants are defined in the GameLogic module so that the full name is GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you can simplify this with the import statement: from GameLogic import * cont = getCurrentController() ob = cont.getOwner() ob.setState(KX_STATE2) #go to state 2 KX_STATEx constants are defined as (1<<(x-1)) Binary operators |, &, ^ and ~ can be used to combine states: You can activate more than one state at a time with the | operator: ob.setState(KX_STATE1|KX_STATE2) #activate state 1 and 2, stop all others You can add a state to the current state mask with: state = ob.getState() ob.setState(state|KX_STATE3) #activate state 3, keep others You can substract a state to the current state mask with the & and operator: state = ob.getState() ob.setState(state&~KX_STATE2) #stop state 2, keep others You can invert a state with the ^ operator: state = ob.getState() ob.setState(state^KX_STATE2) #invert state 2, keep others
2008-09-22KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real ↵Campbell Barton
change for now but others may want to look into it. blendef.h - removed some unused defines. editipo_mods.c - deselect all was selecting instead.
2008-09-16Fix (harmless) error print about GameLogic.globalDict being lost. AlsoBrecht Van Lommel
fixed some memory leaks in this code and simplified it.
2008-09-13Game engine: added Rasterizer.get/setMaterialMode to set texface,Brecht Van Lommel
multitexture or glsl materials. This does not affect existing scenes, only newly created ones.
2008-09-12save and load configuration actuator, (option in game actuator menu)Campbell Barton
saves a marshal'd GameLogic.globalDict to the blendfile path with the blend extension replaced with bgeconf Use this in YoFrankie to save keyboard layout and graphics quality settings.
2008-09-06object_find, didnt get images from an objects material texturesCampbell Barton
KX_PythonInit.cpp - own error in recent commit.
2008-09-06converted my gen_utils.h fix to PyObjectPlus.hKent Mein
Also added a fix for PyMarshal_WriteObjectToString Now I just need to figure out linking of the gameengine on my imac. Kent
2008-09-06Trying to keep things compiling on my imac (10.4.11)Kent Mein
I'm getting this error now: GPG_Application.cpp: In member function 'void GPG_Application::stopEngine()': /System/Library/Frameworks/Python.framework/Versions/2.3/include/python2.3/marshal.h:12: error: too many arguments to function 'PyObject* PyMarshal_WriteObjectToString(PyObject*)' GPG_Application.cpp:720: error: at this point in file Are we offically not supporint older versions of python now? :) Kent
2008-09-05BGE Py APICampbell Barton
added exception messages for replaceMesh.setMesh() and allowed None as an argument. added exception messages for other BGE module functions.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
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.
2008-09-04fix for 2 python refcounting errorsCampbell Barton
2008-08-29Use Py_ssize_t rather then int, broke building on 64bt linuxCampbell Barton
2008-08-29BGE Py API - GameKeys.EventToString() utility function, makes key ↵Campbell Barton
configuration menu's easier to write. own error with blenderplayer, wasnt decreffing the GameLogic module, probably didnt matter since python was restarted anyway, but is incorrect.
2008-08-28remove more python functions from builtins that could allow scripts to do ↵Campbell Barton
bad stuff. - reload, file, execfile, compile These are only removed when running in higher security mode thats not default in blender.
2008-08-22Fix Windows compilation problem and update MSVC project filesBenoit Bolsee
2008-08-22BGE Python API - GameLogic.getBlendFileList(path='//') to return a list of ↵Campbell Barton
blend's in the current directory. Needed for creating a level selector that lists all files in the level directory. CMakeFile include path to compile with recent changes.
2008-08-19Added GameLogic.globalDict, this is a place where data can be stored even ↵Campbell Barton
when new blend files are loaded. Using for apricot so frankie can go into levels in new blendfiles keeping his inventory, currently it dosnt work for the blenderplayer which stops python before loading new blend files.
2008-08-14game engine python apiCampbell Barton
* removed macros that were not used much, some misleading. * removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one. * use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
2008-08-06Made Mathutils its own module rather then GanmeLogic.MathutilsCampbell Barton
2008-08-05Added GameLogic.Mathutils so Mathutils and its types can be accessed from ↵Campbell Barton
blenderplayer. also changed importText so it dosnt do a malloc
2008-07-24BGE patch: Add PyDoc for new logic bricks, set exception message on Py ↵Benoit Bolsee
error, remove args on Py functions that don't take any to save CPU time
2008-07-14importing the GameLogic module was being done by adding the text "import ↵Campbell Barton
GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with.
2008-07-04Made some python game engine funcs use NOARGS, getAxisVec was using wrong ↵Campbell Barton
multiplication order. Use BUT_TOGDUAL for controllers init states so you can see what the init state is for any controller without using the button to check.
2008-07-01Checked all cases where PyArg_ParseTuple is used in blenders game engine and ↵Campbell Barton
made sure all will raise errors when called with invalid args.
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-05-11fix BGE bug #8668: Behavior of os.getcwd() is not consistent between ↵Benoit Bolsee
operating systems Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer. Fix the game actuator in the BlenderPlayer to work like in Blender: - try first to load the .blend from the current working directory - if not found, try to load from the startup .blend or runtime base directory
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent
2008-04-02This commit reverts the #include <mesa/glu.h>Kent Mein
stuff used for peach to the standard <GL/glu.h> the mesa stuff was needed for the machines for peach but its not the stanard location of the headers, now that its not needed were switching it back. Kent
2008-02-16patch 8235 8218 8211 added: various gameengine improvements, fixed windows ↵Benoit Bolsee
project files
2008-01-07Patch to change license to GPL only, from GSR.Chris Want
2007-12-05This is a modified version of this patch:Kent Mein
[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
2007-09-29GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.Mal Duffin
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully. It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ). I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed. It's great to have another GE coder on the team!
2006-07-06some minor webplugin changes, new loading .blend, upgraded version to 2.42, ↵Erwin Coumans
enabled PhysicsConstraints module within sandbox.
2006-05-14Patch from Charlie:Erwin Coumans
Cleared the python dictionary at the end of the game engine, should fix some issues, also reverted the python controller changes, related to this This should fix the following bugs: [ #3789 ] [ #3815 ] possiblyy fixes: [ #3834 ]
2006-04-03applied Charlies patch for game engine graphics. display list support, and ↵Erwin Coumans
bumpmapping shader improvements.
2006-02-13Improved OpenGL Shader Language support for game engine. The python ↵Erwin Coumans
interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip patch by Charlie Carley (snailrose @ elysiun.com)
2006-01-17after much suffering, got GE build and work almost cleanly on Os XJean-Luc Peurière
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
2006-01-15more graphics patches from Snailrose,Erwin Coumans
remove constraint fixed, Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz, SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-08more linux game engine work. hopefully works now!Erwin Coumans
2006-01-06use relative paths to avoid including extra folderErwin Coumans
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057