Age | Commit message (Collapse) | Author |
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There was some deadlock due to trying manage Python's GIL. Instead of
continuing to fight with it, anything needing to call into Python while
conversion during lib loading is just delayed until it can be done in
the main thread.
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Missing check when looking for appropriate LoD
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Patch by John Pavel.
Differential Revision: https://developer.blender.org/D459
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Our deformer system really needs some work. First, there was a crash
with shape keys because BL_ModifierDeformer derives from
BL_ShapeDeformer, which means we try to execute shape keys even if we do
not have them. Also, for some reason BL_ModifierDeformer::Update() does
not work if called from the threaded loop, so it is skipped for now. In
other words, skinned updates on meshes with modifiers are currently not
run in parallel.
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This required BL_ArmatureObject to have tighter control over armatures and poses.
Also, (Blender) armature objects are now copied instead of shared between
BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy,
shape key drivers need a bit of extra fiddling to get the correct armature copy.
Initially OpenMP was used for threading, but then BLI_task was used due to being
less compiler dependent.
This commit also places time spent on skinning updates in the Animation
profiler category (was previously under the Rasterizer category).
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The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
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The rasterizer is already handling this, and there is
no need to duplicate the data.
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nonexisting overlay scene
If bge.logic.addScene() could not find the scene to add it would add the
first scene again, which is just silly. Now, if no scene is found, a warning
is printed and nothing is added.
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Note: This does not add support for the option in the viewport.
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The BGE needs to use BKE_main_new() isntead of calloc for
allocating a Main struct since the threaded depsgraph changes.
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KX_GameObject::PySuspendDynamics() and KX_GameObjectPyRestoreDynamics()
now make sure GetPhysicsController() is non NULL before attempting
to use it.
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LibLoaded lights.
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Did one tried building blender before commit even?
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Reviewed By: moguri, kupoman
Differential Revision: https://developer.blender.org/D167
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Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.
Reviewed By: moguri, nexyon, brecht
Differential Revision: http://developer.blender.org/D109
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This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
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another object is parented too
Armatures used to check if any of their meshes were culled to see if they needed
to be updated. However, this meant armatures with no meshes would never update,
since non-mesh objects are always considered culled. Instead, if a non-culled
child was not found, we now check to see if the armature contained only
non-mesh objects. If this is the case, always update the armature. If this
becomes a problem, we can look into being able to cull non-mesh objects.
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Issue was in fact caused by wrong DNA storage, which
apparently was considering unsigned long as just 4
bytes here.
Now use uint64_t to be sure timestamp does fit into
storage on all the platforms.
Thanks Campbell for help looking in the issue.
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out calling parent->Release(). Since GetParent() does an AddRef(), this was causing a leak, which resulted in Zombie Object errors.
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and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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conversion code will probably be needed.
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KX_PolygonMaterial in RAS_OpenGLRasterizer.
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functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
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agoose77, with some edits by me.
KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
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receivers in the Game Engine reported by Sam Cameron on the IRC.
Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
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defined
from Jorge Bernal (lordloki)
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Any GLSL materials loaded after lights are LibLoaded will now use the lights in
heir shaders. This includes materials loaded from the same scene as the LibLoaded
lights. We could later add a new flag to LibLoad to recompile all existing shaders,
but this commit should offer a lot more flexibility as is.
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This will make transitions from older versions of Blender easier since VSYNC_ON
will be the default. This could have been changed in a do_version, but the vsync
code has yet to see an official release, so I figured this would be a bit nicer.
Also, this makes VSYNC_ON the default for new scenes as well.
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Currently this is only for the Python API. The logic brick will be updated in a future commit.
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