Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
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.
2015-06-20BGE: Fix T38030: wrong vertex index returned by KX_PolyProxyPorteries Tristan
Fix T38030. In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index. Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1 Reviewed By: agoose77, hg1 Projects: #game_engine Maniphest Tasks: T38030 Differential Revision: https://developer.blender.org/D1324
2013-11-04BGE Rasterizer Cleanup: Cleaning up some includes.Mitchell Stokes
2013-05-02fix [#34609] mesh.getVertex doesn't work as spected with ↵Campbell Barton
poly.getMaterialIndex() and poly vertex indexes revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
2012-10-22style cleanupCampbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-04style cleanup - comment spelling + translate some dutch.Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-25doxygen: gameengine/Rasterizer tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
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).
2010-02-12correct fsf addressCampbell Barton
2009-08-31bugfix [#19254] KX_PolyProxy returns improper VertexIndex with triangles, ↵Campbell Barton
using .getVertexIndex() and .v1, .v2, etc. Surprising this wasn't noticed before. Any mix of quads/tris caused the face verts of either quads/tries (whichever comes last). Tested by exporting the KX_MeshProxy and re-importing as an OBJ. This fix assumes there are only 2 m_darray's per face array which is currently true, but wont be if edge support is added back.
2009-04-14BGE: Occlusion culling and other performance improvements.Benoit Bolsee
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional
2009-03-22removed edgecode from the game engines RAS_Polygon class since its not usedCampbell Barton
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-07-29Game Engine: alpha blending and sortingBrecht Van Lommel
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
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!
2005-08-22- prepared for automatic game physics -> animation (ipo) conversion (this ↵Erwin Coumans
allows to use bullet for animation) - default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ? - added an extra condition, nearsensor is not yet working for bullet, but it crashed.
2005-01-03More warning cleanups...Kent Mein
added a casts to: blender/blenlib/intern/BLI_memarena.c gameengine/Rasterizer/RAS_TexVert.cpp Removed unused vars from: blender/python/api2_2x/vector.c gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp gameengine/Rasterizer/RAS_FramingManager.cpp gameengine/Rasterizer/RAS_Polygon.cpp gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp Kent
2004-07-17Port a few rasterizer changes from tuhopuu2:Kester Maddock
Up the max batch size. Clean up some of the code - move code in headers to source files etc.
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont