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
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17Use the scenes framerate for ipo and action framerate in the game engine, ↵Campbell Barton
was hard coded to 25.
2008-06-16Material color was always overriding OBCOL for blender text.Campbell Barton
2008-06-15bugfix, clip alpha wasn't working in the GE, not happy with these functions, ↵Campbell Barton
they probably need bigger changes not to assume all alpha requires face sorting with a disabled depth buffer,
2008-06-15BGE patch: support Set Scene in BGE. Linked Set Scene should have no name ↵Benoit Bolsee
conflict in Object, Object data and Action of the main scene to avoid confusion in Python scripting. Nested Set Scene are supported. You will need Python scripting to create cross references between objects in the main scene and the Set (e.g TrackTo actuator)
2008-06-14Added access for adjusting timeOffset value at runtime, used for apricot ↵Campbell Barton
(Franky climbing walls)
2008-06-13Some pose action ipo corruptions when using BGE, added some debug printf's ↵Campbell Barton
when copying to/from the same pose since it should never happen.
2008-06-10error in variable name, not sure how this even compiledCampbell Barton
2008-06-09adding clip alpha (binary alpha) to the 3D view and game engine.Campbell Barton
2008-06-08Bugfix #13666: Joshua Leung
Missing #include <stdio.h> in source/gameengine/Ketsji/KX_RayCast.cpp
2008-06-06fix 2dfilter problem on AMD64, Patches item #13626Hamed Zaghaghi
2008-06-04Issue jms was having with # else on msvc. Seems odd but easy to fix.Kent Mein
Kent
2008-06-04bugfix #13618 - 2d filters + GLSL python scriptsHamed Zaghaghi
2008-06-04Fix BGE bug #13605: GameEngine corrupts Pose dataBenoit Bolsee
2008-06-02Patch #11000 approved: [new function] KX_GameObject::alignAxisToVect() Align ↵Benoit Bolsee
an object's axis to a given vector
2008-05-25Apply BGE patch 11137: Render objects with negative scaling correctly (as in ↵Benoit Bolsee
Blender)
2008-05-25BGE patch: rename rayCastToEx() to rayCast() - better nameBenoit Bolsee
2008-05-24BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in ↵Benoit Bolsee
game script
2008-05-24fix BGE bug #8646: unusable anaglyph settingsBenoit Bolsee
The best rules for stereo rendering are now applied to Blender. Here is the new situation: 1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game. 2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. Notes: - If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras. - If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect. - If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-20replacing epydoc generation script with one copied from bpy docsCampbell Barton
2008-05-15Fix BGE bug #7532: TrackTo Actuator does not work correctly if it has a ↵Benoit Bolsee
Vertex Parent. This is only a partial fix: the user must put the parent vertex at the center of the parent object and disable the physics on the tracking object (use empty or collision free object).
2008-05-13last commit had a typo, also adjusted teh and colour instancesCampbell Barton
2008-05-11fix BGE bug #8668: Behavior of os.getcwd() is not consistent between ↵Benoit Bolsee
operating systems Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer. Fix the game actuator in the BlenderPlayer to work like in Blender: - try first to load the .blend from the current working directory - if not found, try to load from the startup .blend or runtime base directory
2008-05-08Fixing up the webplugin defines for the Makefiles.Kent Mein
Now you can do one of the following to disable it: export NAN_NO_PLUGIN=true export WITH_BF_WEBPLUGIN=false or export WITH_BF_WEBPLUGIN=true to enable building it. (Its set to false by default) Kent
2008-05-08Fix BGE bug #6054: Camera actuator crashes Blender. The crash occurs when ↵Benoit Bolsee
min,max << height (bad practice anyway).
2008-05-07BGE patch #10492 approved: getLinearVelocity() now can provide local ↵Benoit Bolsee
velocity as well. This patch is harmless and backward compatible; it can go safely into 2.46 release
2008-05-06Fixes Makefiles for mac_compat_glext.h by updating some include paths.Kent Mein
Kent
2008-05-05Fixed some indentation, I stumbled across (spaces vs tabs)Kent Mein
and also removed return 0 from a void stub. Kent
2008-05-05Fix BGE bug in patch #8724 (memory optimization): serious problem with alpha ↵Benoit Bolsee
texture when Use Blender Material is active and several objects have same texture. This bug messes up greatly with OpenGL texture. The GE is not usable without this fix.
2008-05-04missed out on some BLI_convertstringcode's, also found that playing relative ↵Campbell Barton
quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
2008-05-04More compiler fixes for BLI_convertstringcode callsKen Hughes
2008-05-04More compiler fixes for BLI_convertstringcode callsJoshua Leung
2008-05-02BGE bug fix: set parent actuator change the orientation of objectBenoit Bolsee
2008-05-02Partially revert BGE bug fix #8863: don't send keyboard sensor positive ↵Benoit Bolsee
pulse on level, this would badly interfere with keyboard sensors controlling set scene/restart scene actuators. Only send negative pulse on level to stop actuators after scene suspend
2008-05-02Fix BGE bug #8863: Keyboard Sensor does not send negative pulse if key ↵Benoit Bolsee
released while scene suspended. The fix covers keyboard and mouse sensor
2008-05-01Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during ↵Benoit Bolsee
the game.
2008-05-01Complement to bug fix #8869: crash with alpha meshBenoit Bolsee
2008-04-30fix BGE bug #8869: Added objects are not lit correctlyBenoit Bolsee
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-29getting ARB shaders working again in GE.Jean-Luc Peurière
This is is a kludge, and only to get a release working. later solution is to use glew
2008-04-27Update MSVC project files to support ffmpeg. Make sure you do svn update in ↵Benoit Bolsee
lib/windows to link with latest ffmpeg libraries
2008-04-27BGE bug: crash when an object being tracked-to is deleted (bad practice ↵Benoit Bolsee
anyway). Fix by creating a generic cross reference between actuators (only TrackTo uses it at the moment) and objects so that the actuator is informed when the target object is deleted
2008-04-25BGE bug: fix a crash at game exit caused by inconsistent controller map ↵Benoit Bolsee
after object deletion. The bug became apparent since the memory leaks have been fixed.
2008-04-24Better fix for BGE bug #7892: dRot is reversed on dynamic objects. Make ↵Benoit Bolsee
sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
2008-04-21second attempt to fix compilation problem with 2D shaders on systems without ↵Benoit Bolsee
GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code
2008-04-20BGE bug fix: crash at exit when object with Radar/Near sensor has debug ↵Benoit Bolsee
properties
2008-04-20fix BGE bug #8094: Collision sensor on child object makes the object rotate ↵Benoit Bolsee
or move very fast. Collision sensor can now be set on child object without side effect.
2008-04-19BGE: fix compilation error with 2D filters on System without GL extenstion: ↵Benoit Bolsee
add conditional compile statements
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!
2008-04-16BGE: Fix restitution: object will now bounce according to material ↵Benoit Bolsee
restitution setting
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent