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2017-05-11Unifying access to GLEW from the Blender Game EngineDalai Felinto
Note: This is not about functionality, but about using the same stub file we are using in Blender for the game engine in blender2.8.
2016-07-02Cleanup: comment blocksCampbell Barton
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-03-23Fix T47893: BGE crashes w/ generated mesh dataCampbell Barton
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
2015-12-14BGE Physics clean up: double-promotion warningsJorge Bernal
2015-12-13BGE: Use float as default instead of double in Moto library.Porteries Tristan
Use float in moto instead of double for MT_Scalar. This switch allow future optimization like SSE. Additionally, it changes the OpenGL calls to float versions as they are very bad with doubles. Reviewers: campbellbarton, moguri, lordloki Reviewed By: lordloki Subscribers: brecht, lordloki Differential Revision: https://developer.blender.org/D1610
2015-11-05BGE: Cleanup occlusion buffer in CcdPhysicsEnvironment.cppPorteries Tristan
This patch cleanup spaces/braces and newlines. Reviewers: moguri, kupoman Reviewed By: moguri, kupoman Subscribers: kupoman Differential Revision: https://developer.blender.org/D1607
2015-10-30BGE: Fix SetMass function affecting own object gravity.Jorge Bernal
Each time we setted the mass the own object gravity was divided by its old mass (i.e you could convert you car in a flying DeLorean with a simple mass car modification). A note will be included in release notes due to retro compability issues.
2015-10-21BGE: Fix physics meshes conversion with modifiers.Porteries Tristan
Previously meshes with modifiers were considerate as empty (no polys).
2015-10-17BGE: Use references in CcdPhysicsEnvironment::RemoveConstraint.Porteries Tristan
It avoids assert calls on rigid body destructor.
2015-10-11BGE: Adding a Max Jumps value to the character physic windowThomas Szepe
Actually we only have a Python API that allows to change the max jumps value. The patch also allows non programmers to change the maximum numbers of jumps. Reviewers: panzergame, sybren, campbellbarton, lordloki, moguri, agoose77 Reviewed By: lordloki, moguri Projects: #game_engine Differential Revision: https://developer.blender.org/D1302
2015-10-11BGE: Change character jumping to charThomas Szepe
* Change the character jumping variables and methods from int to char. * Limit the maxJumps integer value from 0 to 255. * Allow to set the minimum jump amount to 0. Reviewers: panzergame, lordloki, moguri Reviewed By: lordloki, moguri Subscribers: agoose77 Projects: #game_engine Differential Revision: https://developer.blender.org/D1305
2015-10-09BGE Fix T41943: Zeroing out angular velocity not possibleSybren A. Stüvel
This patch makes it possible to zero out angular velocity. tiny angular velocities may cause instabilities, according to the discussion in T41943, so they are mapped to (0, 0, 0) instead. It also applies the same reasoning to the linear velocity, unifying the different approaches. Differential revision: D952
2015-08-21BGE: Fix constraint free crash in RemoveConstraint.Porteries Tristan
Fix silly error getRigidBodyA() instead of getRigidBodyB()
2015-08-16BGE: Fix memory leak and crash with certain physic typesThomas Szepe
Fixing crash if the physic type is set sensor or character. Caused by a790e172d0281e64. Fixing memory leak, if the constraint is deleted with Python API removeConstraint(). Add RemoveConstraint() method to avoid code duplication. Rename old RemoveConstraint() to RemoveConstraintById() which is more suitable name for this method.
2015-08-11BGE: Fix delete constraint for replicated physics controllers.Porteries Tristan
Replicated controllers didn't free constraints list before.
2015-08-11BGE: Fix T38448: Bullet constraint memory leak.Porteries Tristan
2015-08-10BGE: Fix T19377 restore dynamics after unparenting object.Porteries Tristan
Reviewers: scorpion81
2015-08-09BGE: Fix T44782 suspend/restore dynamics on inactive object.Porteries Tristan
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.
2015-07-25Fix compile warning in 04b369Porteries Tristan
2015-07-25BGE: Fix T35454: Soft body joints crash.Porteries Tristan
Constraint on soft bodies are special and return 0 as constraint id. So we have to check that the id is not 0 in function setParam, getParam, getAppliedImpulse and removeConstraint.
2015-07-25BGE: Fix T45278 sleeping deactivation with overlay scene.Porteries Tristan
this commit fix also angular and linear threshold sleeping value update via bge.constraints.
2015-07-04BGE: Fix T45259 collision sensor registration.Porteries Tristan
2015-07-02Fix T45269: Blender 2.75 crashes when I run my the gameSybren A. Stüvel
Velocity clamping on static objects caused a crash.
2015-06-28BGE: added clamping of angular velocity.Sybren A. Stüvel
Angular velocity clamping was missing from the BGE. It is implemented similarly to the linear velocity clamping. It is needed to be able to drive physical simulations of systems that have a limited rotational speed. Reviewed by: campbellbarton, panzergame, ton Differential Revision: https://developer.blender.org/D1365
2015-06-28BGE Fix: apply velocity clamping on every physics subtickSybren A. Stüvel
This patch uses the Bullet "internal tick callback" functionality to ensure that velocity clamping is performed after every physics update. This makes a difference when physics subticks > 1, as in that case the too-high velocity could have impacted the simulation. This patch follows the examples at [1] and [2]; the latter example also explains that the way we limit velocity in the BGE (before this patch) is wrong. [1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks [2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship; Reviewed by: panzergame Differential Revision: https://developer.blender.org/D1364
2015-06-20BGE Cleanup: remove dead code at SetCenterOfMassTransformJorge Bernal
Basically, at this line body is always NULL and the code is never executed Reviewers: moguri, hg1, panzergame, agoose77 Reviewed By: hg1, panzergame, agoose77 Subscribers: blueprintrandom Projects: #game_engine Differential Revision: https://developer.blender.org/D1331
2015-06-19BGE: Simplify collision callback registration.Porteries Tristan
Remove list m_triggerController and just use getter CcdPhysicsController->Registered(). Reviewers: sybren, agoose77
2015-06-16Cleanup: styleCampbell Barton
2015-05-30BGE Cleanup: Removing flen variable where it is not usedJorge Bernal
2015-05-28BGE Cleanup: Remove old commented Sumo physics codeJorge Bernal
2015-05-14BGE: Add 'Lock Translation' for dynamic objectsThomas Szepe
The XYZ translation lock was missing for dynamic object. Reviewed By: panzergame
2015-05-12BGE : Fix Bullet shape margin for triangle mesh static objectsPorteries Tristan
2015-05-10BGE : Fix crash during physics mesh update.Porteries Tristan
Currently we can't update the physics mesh of an added rigid body. The cause is that that we need to update all shapes to say that the mesh was changed, for static object we don't do that previously because we use a odd way to reallocate memory at the same place. So now when a mesh is changed we iterate all physics controllers which use the same shape info and recreate its shape with the correct mesh. example file : {F168100} Reviewers: scorpion81, sergof, hg1, sybren, moguri, agoose77 Reviewed By: moguri, agoose77 Subscribers: sybren Differential Revision: https://developer.blender.org/D1269
2015-05-09Fix T38335: incorrect triangle index in raycast with more than 2 quadsPorteries Tristan
eb81153896 broke the fix for T38335, and this fix was incomplete, now we iterate by triangles and polys in the same while block.
2015-05-09Cleanup: warning (sequence-point)Campbell Barton
2015-05-08Fix T38335: incorrect triangle index in raycast resultPorteries Tristan
Previously we forgot to do a special operation for indexes to convert a quad to two triangles.
2015-05-08BGE: Cleanup function UpdateMesh and SetMesh in CcdPhysicsController.cppPorteries Tristan
"if (value == true)" -> "if(value)" "if (ptr == NULL)" -> "if (!ptr)" "vector<bool>" -> "std::vector<bool>" And other blender typo.
2015-05-06BGE: Fix compound child shape added on instance game objectPorteries Tristan
2015-05-05BGE: Fix collision callbacks for compound controllersPorteries Tristan
It fix some mistakes in b5e96530353ef22d184a60cd2b59a5e451ee211f and made a more safety behavior for collision callbacks used in compound controllers during adding and removing.
2015-05-05BGE: Remove function DisableCcdPhysicsController and ↵Porteries Tristan
EnableCcdPhysicsController in CcdPhysicsEnvironment Replace EnableCcdPhysicsController by AddCcdPhysicsController and DisableCcdPhysicsController by RemoveCcdPhysicsController. Tested with compound shapes and collision sensors. Reviewers:agoose77, ideasman42
2015-04-24BGE : fix bugs with physics collision mask/groupPorteries Tristan
Currently there are bugs with physics objects in inactive layers, character and softbody. I added a function in CcdPhysicsEnvironement to know if a physics controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world. The bug was introduced in D1243 commit 3d55859 Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof Reviewed By: sergof Subscribers: youle, moguri Differential Revision: https://developer.blender.org/D1253
2015-04-23Cleanup: warningsCampbell Barton
2015-04-19BGE: Support for collision group/mask from the api + activated on EndObject.Porteries Tristan
A Python API for the collision group / mask has been added: ``` KX_GameObject.collisionGroup KX_GameObject.collisionMask ``` The maximum number of collision groups and masked has been increased from eight to sixteen. This means that the max value of collisionGroup/Mask is (2 ** 16) - 1 EndObject will now activate objects that were sleeping and colliding with the removed object. This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before. Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately. Thanks to agoose77 for his help. Reviewers: scorpion81, hg1, agoose77, sergof Reviewed By: agoose77, sergof Subscribers: sergof, moguri Projects: #game_physics, #game_engine Differential Revision: https://developer.blender.org/D1243
2015-03-27BGE: New isDynamicSuspended python attributePorteries Tristan
This is a new KX_GameObject attribute that it increments the possibilities of optimization during the game Additionally the unused m_bSuspendDynamics variable is removed. Reviewers: moguri, agoose77, lordloki Reviewed By: agoose77, lordloki Subscribers: agoose77, lordloki Differential Revision: https://developer.blender.org/D1091
2015-03-22BGE: Add physics constraints replicationThomas Szepe
This patch will add a physics constraints replication for group instances (dupli group). It also fix crashing when when a group instance is made from a linked group instance and both are on the active layer. Initial patch T31443 from moerdn (Martin Sell). Reviewers: lordloki, sergof, moguri, sybren Reviewed By: moguri, sybren Differential Revision: https://developer.blender.org/D658
2015-03-21Fix T44065: fixed vehicle constraintSybren A. Stüvel
Commit ffee7f1a58a18bc08add94176ddffe29809139a6 broke vehicle constraints; this fixes that.
2015-03-16Fix T43178: BGE has hard-coded 60 Hz as frame rateSybren A. Stüvel
Two areas of the BGE use a hard-coded 60 Hz as frame rate. However, this 60 Hz is just a default setting, and can be changed in the Blender interface. This setting is now used instead of the hard-coded 60 Hz. CcdPhysicsEnvironment::SetFixedTimeStep() is actually never called, as we don't even support a true fixed-timestep simulation.