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2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-09-16style cleanupCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
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: BGE Network, Physics, RasterizerNathan Letwory
2011-01-23BGE: support modifiers without mapping to original mesh both graphically and ↵Benoit Bolsee
physically, fixes bug #24942 and #25286. Support for physics is done by skiping the modifiers that don't support mapping to original mesh. This mapping is required to report the hit polygon to the application by the rayCast() function. Support for graphics is done by using the same render function that blender uses for the 3D view. This guantees equal result. Limitation: there is still a known bug if all these conditions are met: - Display list enabled - Old tex face with a several textures mapped to the same material - no armature or shape keys - active modifiers In this case, only a part of the mesh will be rendered with the wrong texture. To avoid this bug, use the GLSL materials or make sure to have 1 material=1 texture in your old tex face objects.
2010-09-15update for MingW/CMakeCampbell Barton
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings. - the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
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.
2010-02-12correct fsf addressCampbell Barton
2009-08-18BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to ↵Campbell Barton
MEM_mallocN for better tracking memory usage. * off by default. * new/delete are at the bottom of each class * python BGE objects have the new/delete in the Py_Header macro.
2009-07-26BGE PhysicsCampbell Barton
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums. from what I can tell Sumo supported this but bullet never did. Currently only accessible via python at the moment. - rigid body, dynamic, static types work. - instanced physics meshes are modified too. - compound shapes are not supported. Physics mesh can be re-instanced from... * shape keys & armature deformations * subsurf (any other modifiers too) * RAS_TexVert's (can be modified from python) Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here. video and blend file demo. http://www.graphicall.org/ftp/ideasman42/reinstance.ogv http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
2009-05-19BGE bug #18762 fixed: softbody. An incompatibility between the soft body ↵Benoit Bolsee
deformer and other types of deformer was causing the soft body to disappear in the game. This was the case when the soft body had an armature or simply vertex groups.
2009-05-14BGE modifier: generate correct physic shape, share static derived mesh, ↵Benoit Bolsee
share display list. This commit completes the support for modifiers in the BGE. - The physic shape is generated according to the derived mesh. This is true for all types of shapes and all types of objects except soft body. - Optimization for static derived mesh (mesh with modifiers but no armature and no shape keys). Replicas will share the derived mesh and the display list: less memory and faster rendering. With this optimization, the static derived mesh will render as fast as if the modifiers were applied. Known Limits: - Sharing of mesh and display list is only possible between in-game replicas or dupligroup. If you want to instantiate multiple objects with modifiers, use dupligroup to ensure best memory and GPU utilization. - rayCast() will interact with the derived mesh as follow: Hit position and hit normal are the real values according to the derived mesh but the KX_PolyProxy object refers to the original mesh. You should use it only to retrieve the material. - Dynamic derived mesh have very poor performance: They use direct openGL calls for rendering (no support for display list and vertex array) and they dont't share the derived mesh memory. Always apply modifiers on dynamic mesh for best performance. - Time dependent modifiers are not supported. - Modifiers are not supported for Bullet soft body.
2009-05-12BGE performance: allow to create display list on meshes with modifiers but ↵Benoit Bolsee
without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
2009-04-25BGE mesh modifiers: fix view frustrum culling for mesh with modifiers. ↵Benoit Bolsee
Update the bounding box based on mesh extent after applying the modifiers.
2009-04-22BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them ↵Benoit Bolsee
consistent with the other classes.
2009-04-21BGE: Support mesh modifiers in the game engine.Benoit Bolsee
Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2008-09-26Allow Bullet soft bodies to be created using a AddObject actuator. Added a ↵Erwin Coumans
fake world coordinate system to game soft bodies, although the vertices are already in world space. Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26don't apply vertex transformation for deformable game soft bodies.Erwin Coumans
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-06-18BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.Benoit Bolsee
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont