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2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-07-28Audaspace: fixing problems for the merge to master suggested by Campbell and ↵Jörg Müller
Sergey. - rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE. - rename C/PYAUDASPACE to AUDASPACE_C/PY - simplifying cmake defines and includes. - fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows. - fixing scons building. - other minor build system fixes.
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2013-05-30split bge includes for scons onto their own lines (for easier merging)Campbell Barton
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-01-23make bullet optional againCampbell Barton
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-05Compile fixes for recent boost changesAntony Riakiotakis
2012-04-29Fix for windows compile.Joerg Mueller
2012-04-24Add libMV and Scons support for MinGW-w64, patches by Caleb Joseph with ↵Antony Riakiotakis
slight modifications. Thanks!
2011-10-20misc editsCampbell Barton
- rename define DISABLE_SDL --> WITH_SDL (which was already used in some places) - blenders interation preset was using orbit rather then turntable 3d view preference (different from factory defaults). - tagged some unused rna args.
2011-09-11Recast: fix bad level calls, Recast compiled out if BGE not enabled. SCons ↵Benoit Bolsee
updated but not tested.
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-08-073D Audio GSoC:Joerg Mueller
* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8 * Fixed orientation retrieval in OpenAL device code. * Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit * Changed BGE to use audaspace via native C++ instead over the C API. * Made AUD_SequencerFactory and AUD_SequencerEntry thread safe. * Changed sound caching into a flag which fixes problems on file loading, especially with undo. * Removed unused parameter from sound_mute_scene_sound * Fixed bug: changing FPS didn't update the sequencer sound positions. * Fixed bug: Properties of sequencer strips weren't set correctly. * Minor warning fixes.
2011-07-22Merge with trunk up to r38584.Joerg Mueller
2011-07-15move mathutils into its own lib.Campbell Barton
2011-05-27Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gccMitchell Stokes
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.
2011-02-16synched 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" ;)
2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-10enable building the game engine without bullet for scons & cmakeCampbell Barton
2010-10-09Enable CXX_GUARDEDALLOC support through SCons.Nathan Letwory
2010-10-03synched with trunk at revision 32129Nick Samarin
2010-09-02Recast: add SCons build system.Benoit Bolsee
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-05-30reverting previous commit from Mitchell. His commit went to the trunk ↵Dalai Felinto
instead of the branch :) svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-30Reversing the last merge because I botched it.Mitchell Stokes
2010-02-07BGE: Fix typo in SConscript preventing to import VideoTexture module.Benoit Bolsee
2010-02-07Wrong argument name for sconsMartin Poirier
2010-02-07BGE: VideoTexture was not included, missing WITH_FFMEG defined. Fixed in all ↵Benoit Bolsee
building system.
2009-11-21patch [#19796] GLEW update by Mitchell Stokes (Moguri)Dalai Felinto
GLEW update to version 1.5.1 [11-03-08] this opens room for Geometry Shader support. * - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
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.
2009-09-25* some fixes to have scons/mingw compile the sources too, even with ↵Nathan Letwory
BF_DEBUG=1 and WITH_BF_GAMEENGINE=1
2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-04== SCons ==Nathan Letwory
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2009-09-02== SCons ==Nathan Letwory
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-08-10Stop changing the includes!Joerg Mueller
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-08-102.5: Sound branch merge!Joerg Mueller
See mailing list for additional information.
2009-07-16SConsNathan Letwory
* ensure all SConscripts are ready for win64-vc (where necessary). * ensure we have proper _DEBUG flag for Python when we're doing a debug build. * some cleaning up of linking etc. * ensure /EHsc is there for game engine modules.
2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
2009-06-18build generic modules in their own lib, compiling without the game engine ↵Campbell Barton
would fail because bpy_internal_import.c wasnt being included. (scons only)
2009-06-18Some generic modules from blender 2.4x building with py3k and mostly working.Campbell Barton
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3 python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
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.
2009-05-06Big, big commit!!Diego Borghetti
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2 2) Remove the old bmfont 3) Remove ftfont and bFTGL library 4) Implement a new BLF_draw_default function for place that still need/use the old BMF api. I try to update both, scons and cmake, but I only can test with make, so hope all work fine. MSVC is broken, but I don't have Windows, things to search and fix are any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont). Always have to link/include the freetype2 library Remove any reference to libbmfont Remove any reference to libftfont Remove any reference to libbftgl (or libbFTGL)