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2008-07-22svn merge -r15669:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-22Apricot Branch: GLSLBrecht Van Lommel
==================== Added support for some world settings, updated docs. * Ambient color * Exposure/Range * Mist (implementation should be optimized) http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
2008-07-22Apricot BranchBrecht Van Lommel
============== * Made GLSL respect opaque/add/alpha/clip flags. * Fix bug for all material types to correctly deal with different transp flags in a single mesh. * Also made 3d view material alpha code a bit easier to understand.
2008-07-21Apricot BranchBrecht Van Lommel
============== * More refactoring related to opengl lights, material state switching. Also moved init_gl_stuff into the gpu module and removed the copy in the game engine code. * Fixed some issues with alpha drawing of GLSL materials in the 3d viewport, and fix a bug with alpha + xray drawing in the same scene, it should first do alpha, then xray, otherwise alpha doesn't blend correct with solid.
2008-07-21Apricot BranchBrecht Van Lommel
============== * Refactoring in the texture and material drawing code, moving code into the gpu module, removing the duplicated versions in the game engine. * Made game engine text drawing work with GLSL. It works based on filling in the default uv layer, so it requires a texture with the text image and mapped as uv's to work.
2008-07-21svn merge -r15657:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blendeCampbell Barton
2008-07-20svn merge -r15643:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-19svn merge -r15622:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-18svn merge -r15608:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-17svn merge -r15597:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-16Apricot: GLSLBrecht Van Lommel
============= * Moved GLSL setting switching functions into the game engine python API so they work in the blender player, and can do better state switching. * Also fixes bug #17331, error compiling with cmake. * For the makers of test builds: it would be great if builds of this revision or newer for various platforms could be made available. We want to release a file to test and benchmark GLSL on different graphics cards, and we need test builds for this. Thanks!
2008-07-16Apricot BranchBrecht Van Lommel
============== Fix for bug #17326: normal and tangents in the game engine were computed different than other parts of Blender, this makes the game engine use the same code as Blender. Fix for part of bug #17307: normal maps not working correct in editmode in some cases. Fix for bug #17339: a crash on ATI cards in glTexSubImage1D due to a mistake in the code. A patch to fix this was provided by Yong Ch, thanks!
2008-07-16svn merge -r15566:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-16Apricot BranchBrecht Van Lommel
============== * Made in game switching of GLSL options work. There is still a one frame flicker that needs to be fixed. * Added access to the estimated average framerate in the game engine: GameLogic.getAverageFrameRate(). * Added acces to the blender build info from python: Blender.Get("buildinfo") * Various GLSL optimizations to allow more constant folding in the glsl compiler, use glsl shadow functions to do shadow, instead of own code, and fix an issue with opengl texture color range.
2008-07-15Apricot: GLSLBrecht Van Lommel
============= * Added options to disable lights, shaders, shadows, ramps, nodes and textures other than col/alpha for GLSL, in the Game menu. * These have python access too to switch them in game, but it doesn't work correct yet with display lists enabled. * Fix issue with light lagging behind, debug stats drawing in wrong color, and a number of other small fixes.
2008-07-14svn merge -r15560:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
Also topology mirror crashed when using smooth + mirror. use eve->hash rather them eve->tmp.l for storing edit vert indices's.
2008-07-12svn merge -r15528:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-11svn merge -r15518:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
Also made shadow mesh draw in texture paint (venomGFX request)
2008-07-10Apricot BranchBrecht Van Lommel
============== svn merge -r15501:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-09Apricot Branch: GLSLBrecht Van Lommel
==================== ATI fixes: * Fix crash in glBitmap when rendering shadow buffers, it doesn't seem to like using that function with only a depth buffer. * Workaround either a bug in the driver or Blender, but I couldn't find anything wrong, glVertexAttribPointerARB doesn't seem to work inside display lists, so now it uses immediate mode to create the list. * Making deformable object for the game engine didn't check properly if there was actually a vertex group, causing some static objects to not use display lists. * Also some cleanup in the game engine drawing code, replacing magic numbers with an enum. The apricot demo seems to runs slightly faster on a ATI HD3750 than NVidia 8800 GTS.
2008-07-09svn merge -r15491:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-09added a factor argument for aligning to vector, this isn't correct since it ↵Campbell Barton
does linear interpolation of the vector and renormalizes. (can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed), This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch. Without this rotation is instant and jerky. currently this is done with Mathutils which isnt available in Blender Player. def do_rotate_up(own): own.alignAxisToVect([0,0,1], 2, 0.1) replaces... def do_rotate_up(own): up_nor = Vector(0,0,1) own_mat = Matrix(*own.getOrientation()).transpose() own_up = up_nor * own_mat ang = AngleBetweenVecs(own_up, up_nor) if ang > 0.005: # Set orientation cross = CrossVecs(own_up, up_nor) new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross) own.setOrientation(new_mat.transpose()) M source/gameengine/Ketsji/KX_GameObject.cpp M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09fix for crasher with touch sensor, ben you may want to look at this, should ↵Campbell Barton
be ok since the ray sensor does NULL checks in for getNewClientInfo in a similar area.
2008-07-09Apricot Branch: GLSLBrecht Van Lommel
==================== * Some optimizations in the glsl shader code to avoid some matrix multiplications, and other floating point ops. * Optimized game engine mesh deforming code a bit, and removed a bunch of unneeded/duplicated code. * Fix for bugs #17289 and #17295, glsl compile errors.
2008-07-08svn merge -r15478:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-07-08bugfix - GameEngine PyObject methods did not all return when using dir(), ↵Campbell Barton
because inherited methods were ignored, This made it incredibly annoying, not only having to search a C++ file to see what functions were available. but looking up methods inherited from other C++ classes. There is still no __members__ attribute so dir() wont work at all for attributes.
2008-07-08BGE logic patch: new "Add" mode for Ipo actuator, several corrections in ↵Benoit Bolsee
state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-07Apricot Branch: two minor optimizations to avoid unneeded shaderBrecht Van Lommel
and opengl light state changes.
2008-07-07Apricot Branch:Brecht Van Lommel
Bugfix to make custom glsl shaders work with blender glsl shaders.
2008-07-07Apricot BranchBrecht Van Lommel
============== Some optimizations: * Only Apply mesh deformer if the mesh is actually modified, once per frame, this was done too often before. * GLSL shader binding is now faster, only goes over dynamics inputs instead of all of them, and frees more memory after compiling too.
2008-07-07Apricot Branch: GLSLBrecht Van Lommel
==================== * Forgot to add/remove file in list commit. * Game engine shadow optimization, don't use shaders for drawing into shadow buffer.
2008-07-06svn merge -r15426:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-07-06GameObject rayCast and rayCastTo were not setting exception strings (causes ↵Campbell Barton
return without exception set error) Also made game state buttons only have a dot in states that have controllers in them.
2008-07-05== BUGFIX ==Andrea Weikert
- fix crash when exiting game engine (with ESC-key). - reason for crash: std::vector iterator is invalid after vector::erase
2008-07-04Made some python game engine funcs use NOARGS, getAxisVec was using wrong ↵Campbell Barton
multiplication order. Use BUT_TOGDUAL for controllers init states so you can see what the init state is for any controller without using the button to check.
2008-07-04svn merge -r15399:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/ manually merged source/gameengine
2008-07-04BGE logic update: new servo control motion actuator, new distance constraint ↵Benoit Bolsee
actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-04small changes to py funcs that can run 100s of times a second, so python ↵Campbell Barton
wont generate empty args tuple when they are not needed.
2008-07-04non user visible changes and small optimizations to the game engine pyapi as ↵Campbell Barton
well as fixing some bugs. * 2 returning errors without exception set another return None instead of NULL. * a missing check for parent relation * BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk. Also added a function for GameObjects - getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet.
2008-07-03Adding GameObject setLinearVelocity(), without this interacting with objects ↵Campbell Barton
requires them to have logic bricks to apply force which doesn't work well when the character is in a seperate blend file to the levels. (its also messy to have a script & multiple motion actuators on each object you can pickup and throw). This is also needed for removing any force that existed before suspending dynamics - In the case of franky hanging, resuming dynamics when he fell would apply the velocity he had when grabbing making dropping to the ground work unpredictably. Also note in pydocs that enable/disable rigidbody physics doesn't work with bullet yet.
2008-07-01 svn merge -r15389:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-07-01Checked all cases where PyArg_ParseTuple is used in blenders game engine and ↵Campbell Barton
made sure all will raise errors when called with invalid args.
2008-07-01bugfix, ActionActuator was missing many checks for PyArg_ParseTuple failing.Campbell Barton
This meant an error in a script could be reported in a different line or script file which makes it quite hard to trace the problem. There were also places where invalid pointers could be used because of this. The whole game engine pyapi probably needs to have these checks added.
2008-07-01track to would crash (with a C++ assert) if the source and target are in the ↵Campbell Barton
same location, which I have had happen a few times while testing.
2008-06-30svn merge -r15360:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-06-30BGE python api addition, GameObject get/setState and Controller.getState()Campbell Barton
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-30Fix for bug #7753: after game engine drawing with vertex arrays,Brecht Van Lommel
nurbs/curves/text dissappears. This also removes the "vertex arrays" option and enables it always for OpenGL version >= 1.1 - there's no need to have an option to make things render faster disabled by default, also it should work stable now.
2008-06-29adding explicit cast to get things compilingJean-Luc Peurière
2008-06-28BGE , fix an compile errorHamed Zaghaghi
2008-06-28BGE 2d-filter, custom shaders now can have depth texture and luminance textureHamed Zaghaghi