Age | Commit message (Collapse) | Author |
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All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing.
I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing.
I make sure that these functions are called only once per run, inside initBGE.
This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that.
I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order.
initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both?
Reviewers: campbellbarton
Subscribers: sybren
Projects: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D1070
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Cherry-picking d503f8a onto 117edbb
Conflicts:
source/gameengine/Ketsji/KX_PythonInit.cpp
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This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9.
This fix still causes more issues than it solves.
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ImageFFmpeg objects will not refresh properly because the image
file is closed immediately after creation. Therefore refresh()
should have no effect on them.
This was causing problems with ImageMix using ImageFFmpeg as
sources: refreshing the ImageMix object is required to update
the mix but it has the side effect of refreshing the underlying
sources, hence the need to skip refresh on fixed images.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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In collaboration with Benoit Bolsee (mainly doing it under his
directions).
Note: FFmpeg lib needs to be compiled with rtsp support for this to
work.
Bug 1/2 of T41004
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This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
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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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Was a regression since avg_frame_rate changes.
Didn't find reliable way to get stream duration which will
work with both FFmpeg and Libav so added some freaking black
magic to distinguish one from another.
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av_close_input_file()
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conversion code will probably be needed.
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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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constructor.
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constructor.
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FilterYV12 constructor.
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the ImageRender constructor.
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system include.
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reported by Monster.
This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
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consistent with projection painting.
Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
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* 2D image painting support for masking to limit the max contribution of a stroke
to a pixel, to get it working compatible with projection painting. Not strictly
a bugfix, but the inconsistency here was annoying.
* Fix python errors in Texture Mask panel in image editor, was missing overlay
options.
* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
pixels due to integer overflow.
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thumbnail `size`
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
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(char *) casts that aren't needed now we're on Python3.3
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Patch makes it possible to compile blender with recent ffmpeg
and libav libraries, mainly by getting rid of deprecated API.
Original patch by Campbell Barton with own modifications to
support compilation with older ffmpeg versions.
This patch could break compatibility of FFV1 videos playing
back in older players, mainly because of alpha support changes.
Preserving compatibility with such players became a headache
and think it's high time to get rid of workarounds here.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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- PyLong_FromSsize_t --> PyLong_FromLong
- PyLong_AsSsize_t --> PyLong_AsLong
In all places except for those where python api expects PySsize_t (index lookups mainly).
- use PyBool_FromLong in a few areas of the BGE.
- fix incorrect assumption in the BGE that PySequence_Check() means PySequence_Fast_ functions can be used.
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