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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)
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r18677:19317 Notes: * Sequence transform strip uses G.scene global, this is commented out now, should be fixed. * Etch-a-ton code was most difficult to merge. The files already in 2.5 got merged, but no new files were added. Calls to these files are commented out with "XXX etch-a-ton". editarmature.c and transform_snap.c were complex to merge. Martin, please check? * Game engine compiles and links again here for scons/make/cmake (player still fails to link).
2009-03-09Add support to lock individual axis during rigid body simulation, for ↵Erwin Coumans
translation and rotation. This makes it easier to do 1D or 2D physics (tetris, blockout) todo: create some example/demo.blend.
2009-03-09Fix: The debug lines of Physics Debug Visualization were drawn incorrectly ↵Erwin Coumans
when using overlay scenes (it was using the wrong camera)
2009-03-01BGE patch #18309 commited: Add an addObject() method to KX_Scene.Benoit Bolsee
2009-03-01BGE API cleanup: apply patch from Moguri: Near, Radar, Touch sensor updated.Benoit Bolsee
2009-02-28BGE Python APICampbell Barton
* Scene's and GameObjects can now be printed (raised an exception) * Added GameLogic.getSceneList()
2009-02-26Py BGE APICampbell Barton
Python dir(ob) for game types now includes attributes names, * Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible * Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro. * Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-26small errors in touch sensor and gameObjectCampbell Barton
2009-02-26- Attributes for the collision sensor: propertyName, materialCheck, ↵Campbell Barton
pulseCollisions, objectHit and objectHitList. Removed a check in Python API touch.setProperty() for the property name on the sensor owner before allowing the name to be set - it makes no sense and isnt checked when creating the sensor. - SCA_DelaySensor.py indent error making epydoc fail.
2009-02-25New Pulse option for the collision sensor (off by default wont change ↵Campbell Barton
existing logic) Previously only the first collision would trigger an event (no collisions a negative event ofcourse) With the Pulse option enabled, any change to the set of colliding objects will trigger an event. Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically. Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers. Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material. - pulse isnt a great name, could change this.
2009-02-25Building the game engine with Solid/Sumo is now optional for scons using ↵Campbell Barton
WITH_BF_SOLID. Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-02-25Minor speedups for the BGECampbell Barton
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too. * Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats. * Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases. * removed some unneeded vars from UpdateChildCoordinates functions * Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-25remove warnings for the BGECampbell Barton
- variables that shadow vers declared earlier - Py_Fatal print an error to the stderr - gcc was complaining about the order of initialized vars (for classes) - const return values for ints and bools didnt do anything. - braces for ambiguous if statements
2009-02-24building the game engine without SDL works againCampbell Barton
2009-02-24Making KX_GameObject names read only.Campbell Barton
This was committed in revision 2832 but never accounted for existing object name hashes which existed since revision 2. Its possible to update the names elsewhere but unlikely anyone ever used this successfully so removing.
2009-02-24fix for segfault when the replace mesh actuator references a mesh that has ↵Campbell Barton
no object in the current scene.
2009-02-23BGE Python APICampbell Barton
* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue. * added scene.objects to replace scene.getObjectList() * added function names to PyArg_ParseTuple() so errors will include the function names * removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument. * Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
2009-02-21* removed typedefs that were not used (from anonymous enums and structs)Campbell Barton
* Missed some cases of using a 'char *' as an attribute * replace BGE's Py_Return macro with Pythons Py_RETURN_NONE * other minor warnings removed
2009-02-19BGE Python APICampbell Barton
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes. Each attribute and method access from python was allocating and freeing the string. A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-02-19"object" and "objectLastCreated" attribute for actuators, deprecates ↵Campbell Barton
getObject/setObject() & getLastCreatedObject() also removed some warnings
2009-02-19Accept negative indices's for ListValuesCampbell Barton
scene.getObjectList()[-1] works like a python sequence. removed some STR_String creation that was only used to do comparisons, in a simple expressions benchmark this made logic use 4% less overall.
2009-02-16SCons:Nathan Letwory
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained). * add cxx_compileflags for GE parts on win32-vc to have better performance. * NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
2009-02-15BGE bug #18137 fixed: When two actors collide in this blend file the blender ↵Benoit Bolsee
crashes.
2009-02-07BGE Py API cleanup: Camera Actuator.Benoit Bolsee
2009-01-262.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17853:HEAD
2009-01-25BGE patch 18211: Bug Fix for: [#18175] error on anaglyph view of a splitted ↵Benoit Bolsee
viewport.
2009-01-22BGE API cleanup: shape action actuator.Benoit Bolsee
2009-01-15BGE patch 18065: gameobj mass writeable + setmass actuator. This patch ↵Benoit Bolsee
allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value.
2009-01-14BGE patch: dynamically update the coumpound parent shape when parenting to a ↵Benoit Bolsee
compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
2008-12-29First batch of GE API cleanup.Benoit Bolsee
The principle is to replace most get/set methods of logic bricks by direct property access. To make porting of game code easier, the properties have usually the same type and use than the return values/parameters of the get/set methods. More details on http://wiki.blender.org/index.php/GameEngineDev/Python_API_Clean_Up Old methods are still available but will produce deprecation warnings on the console: "<method> is deprecated, use the <property> property instead" You can avoid these messages by turning on the "Ignore deprecation warnings" option in Game menu. PyDoc is updated to include the new properties and display a deprecation warning for the get/set methods that are being deprecated.
2008-12-25* disable back buffer selection drawing while projection painting (was ↵Campbell Barton
redoing for every update while painting) * remove unneeded return from game engines py api - ConvertPythonToGameObject
2008-12-252.5 / SCons / BGENathan Letwory
* this should bring back BGE with scons building. Tested on scons/msvc, will test scons/gcc in a bit NOTE: this is not WITH_BF_PLAYER yet.
2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-12-09patch from Mitchell StokesCampbell Barton
#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python. *applyForce => setForce *applyTorque => setTorque *applyRotation => setDRot *applyMovement => setDLoc
2008-12-06BGE bug #17731 fixed: No sleeping Button disables dynamics of an object if ↵Benoit Bolsee
it's parented+unparented
2008-12-04VideoTexture: new ImageMirror class for easy mirror (and portal) creationBenoit Bolsee
The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-11-26BGE update: helper functions for VideoTexture render to texture feature.Benoit Bolsee
2008-11-26BGE bug fix: culling algorithm didn't used the correct camera.Benoit Bolsee
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.
2008-11-11Adjusted scons files so disabling quicktime, python and sdl also removes ↵Campbell Barton
their includes when building. writefile.c had usless include.
2008-11-05VideoTexture: Add support for GLSL. FIx small printout bug in Exception printoutBenoit Bolsee
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.
2008-10-27face transp option CLIP wasnt added to the py api.Campbell Barton
added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
2008-10-17BGE bug fix (continuation of previous bug fix): Benoit Bolsee
- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference. - Don't record collision on inactive sensor. This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors. The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
2008-10-17BGE showstopper bug fix: Benoit Bolsee
- Reset hit object pointer at end of frame of touch sensor to avoid returning invalid pointer to getHitObject(). - Clear all references in KX_TouchSensor::m_colliders when the sensor is disabled to avoid loose references. - Test GetSGNode() systematically for all KX_GameObject functions that can be called from python in case a python controller keeps a reference in GameLogic (bad practice anyway).
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.
2008-10-10Fix bug in rigid body constraint buttons drawing, and while we are at it, ↵Erwin Coumans
add 'Collision' button to disable collisions between bodies, linked between constraint.
2008-10-09BGE bug fix: fix several bugs and inconsistencies in sound actuator:Benoit Bolsee
- support stopping of loop sound - support stopping by python - keep state of actuator in sync with audio device. The lack of state sync was causing several other problems: - actuator stop playing the sound - sound chopped before the end - not possible to pause sound