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
2012-09-23Merged changes in the trunk up to revision 50829.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/render/intern/source/convertblender.c source/blender/render/intern/source/pipeline.c Also addressed code inconsistency due to changes in the trunk revision 50628 (color management with OCIO) and 50806 (UV project material). OCIO-related changes are marked OCIO_TODO as in some other files modified in revision 50628.
2012-08-01style cleanup: whitespace, also add '?' to save over popup since it wasnt ↵Campbell Barton
totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-08style cleanup - remove unneeded ';'sCampbell Barton
2012-03-04style cleanup - comment spelling + translate some dutch.Campbell Barton
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-01Spelling CleanupCampbell Barton
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2012-02-23BGE is compilable by MSVC againSergey Sharybin
Compilation error was mostly caused by trying to use namespace std before it was actually defined (e.g. before any include of stl header). It's not actually good idea to use namespaces in header files -- it's really easy to run into namespace conflicts and so. Resolved by not using "using namespace" in header files and using full quality accessing to stl collections (e.g. std::vector).
2011-12-30use PyUnicode_From_STR_String in the game engine in more places.Campbell Barton
2011-11-06PyUnicode_From_STR_String utility function which passes STR_String to ↵Campbell Barton
PyUnicode_FromStringAndSize (saves a call to strlen). Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-04BGE animations: Adding a separate list to KX_Scene for animated objects. ↵Mitchell Stokes
This makes scenes with a lot of non-animated objects faster. In my test scene with 8000 static, non-animated cubes my time spent on animations went from 1.5~1.7ms to 0.001ms.
2011-07-14BGE Animations: Now animations are only updated based on the set animation ↵Mitchell Stokes
speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more.
2011-05-17synched with trunk at revision 36569Nick Samarin
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-02-16synched with trunk at revision 34793Nick Samarin
2010-12-16Patch:[#25163] BGE support for Blender Font objects - unicode supportDalai Felinto
Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-07-14synched with trunk at revision 30243Nick Samarin
2010-06-10Added parameters for obstacle avoidance simulation: for object - flag for ↵Nick Samarin
creation representation in simulation(OB_HASOBSTACLE) and obstacle radius (obstacleRad), for scene - obstacle simulation type (obstacleSimulation); added ui for new parameters
2010-06-06- WITH_CXX_GUARDEDALLOC working againCampbell Barton
- CMake building without python or fluidsim working again (broke in recent commit) - remove BLI_short_filename(), it wasnt used anywhere.
2010-06-05added obstacle avoidance code; object movement is implemented via setting ↵Nick Samarin
velocity
2010-05-28- added new game object type for navigation meshNick Samarin
- added py api for path finding and ray casting - set svn properties for KX_Pathfinder
2010-05-19added converting mesh of game object to Detour StatNavMesh (game object is ↵Nick Samarin
defined by property "navmesh")
2010-04-24BGE Fix: [#19951] mouse over sensor is broken with letterboxing framingDalai Felinto
Tested with GameLogic.mouse.position and mouse over sensor. It should be working with other mouse sensor as well. If not, please help to test and report a bug. (couldn't test blenderplayer but it should be working there as well). (Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that) I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-03-29BGE patch [#21019]: Python function for Scene suspend/resume.Benoit Bolsee
2010-03-24enable compiling without python againCampbell Barton
2010-03-03BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) ↵Dalai Felinto
breaks backward compatibility !!! Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use. (1) Performance - To run the filters 2X == 2X slower (2) flexibility of use - Very often we want the filter in the scene but not in the UI for example. For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now. To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes. * * * * * Imagine that we have: (a) Main Scene (b) Overlay Scene in Main Scene the Z Buffer and RGB will be from the main scene. in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b]. So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-02-12correct fsf addressCampbell Barton
2010-01-30BGE: patch #20399 Python control over adding/removing scenes.Benoit Bolsee
2009-11-22[#19258] [patch] Adding drawing capabilities to BGE PythonCampbell Barton
patch from Mitchell Stokes (moguri) simple use case scene.post_draw = [pyOpenGLFunc] this only needs to be set once, then the funcion runs each redraw. note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data. made some changes to this patch. - assigning a list didnt decrement the existing list. - initialize as NULL rather then a blank list - dont use string comparisons for the callbacks, pass the python list to use instead. - dont check the list items are callable. python will display an error if they are not. - use python list macros that dont do any type checking sine blender does this when assigning the list ---- from tracker, edited since an updated patch changes some things. Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE). Each can take a list of functions. Here is an example that draws a blue semi-transparent
2009-11-16BGE: dynamic loading patch commited. API and demo files available here: ↵Benoit Bolsee
https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-08-26remove all python api functions deprecated in 2.49Campbell Barton
2009-08-25patch from Mitchell Stokes adding dictionary like access to a scene. (like ↵Campbell Barton
KX_GameObjects have) val = scene["prop"] scene["prop"] = newval if "prop" in scene: ... val = scene.get("prop", fallback_val)
2009-08-102.5: Sound branch merge!Joerg Mueller
See mailing list for additional information.
2009-08-04svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22130:22205Campbell Barton
2009-08-03* remove unused member of KX_Scene - m_objecttreeCampbell Barton
* implicit declaration of getenv in glutil.c
2009-07-31svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21908:22075Campbell Barton
2009-07-26ReplaceMesh Actuator option to replace the physics mesh and display mesh + ↵Campbell Barton
python api options. When the mesh field is left blank and Physics option is enabled, it reinstances the physics mesh from the existing mesh. like calling gameOb.reinstancePhysicsMesh() from python.
2009-06-29BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.xCampbell Barton
2009-06-28BGE Python APICampbell Barton
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.
2009-06-092.50:Brecht Van Lommel
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.
2009-06-05bpy.config.sequenceMemCacheLimit is the only way to set the memcache in ↵Campbell Barton
background mode and it didnt work. removed some unused vars from KX_Scene
2009-05-14BGE Py APICampbell Barton
scene.active_camera can now be set so you can more easily set the current camera from python scripts without using an actuator. ConvertPythonToCamera utility function to get a camera from a python string or KX_Camera type.
2009-05-11BGE performance, 4th round: logicBenoit Bolsee
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
2009-05-04BGE performance: second round of scenegraph improvement.Benoit Bolsee
Use dynamic linked list to handle scenegraph rather than dumb scan of the whole tree. The performance improvement depends on the fraction of moving objects. If most objects are static, the speed up is considerable. The following table compares the time spent on scenegraph before and after this commit on a scene with 10000 objects in various configuratons: Scenegraph time (ms) Before After (includes culling) All objects static, 8.8 1.7 all visible but small fraction in the view frustrum All objects static, 7,5 0.01 all invisible. All objects moving, 14.1 8.4 all visible but small fraction in the view frustrum This tables shows that static and invisible objects take no CPU at all for scenegraph and culling. In the general case, this commit will speed up the scenegraph between 2x and 5x. Compared to 2.48a, it should be between 4x and 10x faster. Further speed up is possible by making the scenegraph cache-friendly. Next round of performance improvement will be on the rasterizer: use the same dynamic linked list technique for the mesh slots.