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
2011-02-22doxygen: add bullet to extern libs, some small changes in page names, and ↵Nathan Letwory
fixes around license blocks
2011-02-22doxygen: BGE Network, Physics, RasterizerNathan Letwory
2011-02-22remove unused code.Nathan Letwory
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-02-22Bugfix #25803 (LibLoad'ed scene objects don't have timer property updated)Mitchell Stokes
The KX_Scenes' SCA_TimeEventManagers were not being merged. These handle the timer prop
2011-02-22Fix for bug #25804 (LibLoad'ed scene objects material CRASH when doing ↵Mitchell Stokes
mat.getShader()) X_Material's mScene member variable wasn't properly set on merge if it didn't have an mBlenderShader defined. This patch always makes sure it gets set on merge.
2011-02-18Remove header include, conflicts otherwise with BLI_math.hNathan Letwory
2011-02-18BGE Expressions: convert "\n" to real \nDalai Felinto
example of usage: 0) Game Properties: text (String) and log (Boolean=True) 1) Keyboard Sensor set to AllKeys with log as logging and text as Target 2) Expression Controller: text=="quit\n" 3) Game Actuator: Quit Game [1] <-> [2] <-> [3] .:. this will quit the game when you write quit + Enter 4) Keyboard Sensor: set to Return 5) And Controller 6) Property Actuator: Assign text property to "" [4] <-> [5] <-> [6] .:. this will reset the string everytime you press Enter # # # # # # # # # # # # # # # # # # # # # # # Since the change is in the InputParser.cpp it actually affects all the text input fields in the Logic Editor. So for instance you can use it in the assign Property Actuator. # # # # # # # # # # # # # # # # # # # # # # # Connect an expression controller: text="idclip\n" with an actuator to disable the Collision of your walls and you can re-create Doom with only Logic Bricks (:
2011-02-18py api was raising SystemError exception incorrectly, this is intended for ↵Campbell Barton
internal interpreter problems. Replace most with RuntimeError.
2011-02-16BGE: Action and ShapeKey Actuator PingPong playmode.Dalai Felinto
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't. More than a new feature or a bugfix this is actually a step forward into unifying them.
2011-02-16small correction to BGE as recent commits broken normal mapping in the GEMichael Fox
2011-02-13Fix #26064: blenderplayer is brokenSergey Sharybin
This changes were forgotten in svn rev34810. Should work fine now.
2011-02-12Fixing a recounting bug so KX_Scene.pre_draw.append() and ↵Mitchell Stokes
KX_Scene.post_draw.append() work.
2011-02-11BGE: frame start/end in action/fcurves/shapekey to support floatsDalai Felinto
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float. Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
2011-02-08minor edits, no functional changes.Campbell Barton
- BGE was getting MCol array and not using it. - use list lookup functions for getting constraint from pose bone. - use const char * in more places.
2011-01-30remove nan-makefilesCampbell Barton
2011-01-27[#25815] Patch gcc 4.6Campbell Barton
with minor edits, made sure it works in CMake too.
2011-01-27bge fix: debug text didn't have GL_DEPTH disabled - text got clipped when we ↵Dalai Felinto
have objects too close to the camera fix only in embed bge, blenderplayer seems to be doing differently. -- reported live by Mike Pan
2011-01-25use cmake defined names for jpeg, png, zlib and python libs, building on ↵Campbell Barton
*nix with non-standard libjpeg/png/zlib locations was broken. in the case of python this makes it easier to move to find_package(PythonLibs) when 3.x is supported.
2011-01-23BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor ↵Dalai Felinto
Balbio, changes by me. ---------------------------------- While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts. This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
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.
2011-01-23correct own bad spellingCampbell Barton
2011-01-19BGE BugFix [#25711]render.setBackgroundColor() does not work:Dalai Felinto
Since rev.2 (hans ftw) we have a strange situation where horizon color was being used at Convert time for the WorldInfo background color (and for the fog). However through the Python API only the Rasterizer background color was being updated. On top of that the KX_KetsjiEngine.cpp::SetBackGround was using the WorldInfo bgcolor when render mode was the potato one (TEXTURED). Bottomline, when in potato mode the glClearColor used was the original one in worldinfo, not the API updated one in Rasterized.
2011-01-19support building with python3.2Campbell Barton
2011-01-18bad spelling; 'indicies' --> 'indices'Campbell Barton
2011-01-17remove/comment unused defines, also zero FileGlobal.filename to quiet valgrind.Campbell Barton
2011-01-09use PySequence_Size() rather then PySequence_Length(), this is only kept in ↵Campbell Barton
python for backwards compatibility.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-07- cmake use execute_process, exec_program is deprecated.Campbell Barton
- game engine builds without python again.
2011-01-06bugfix [#25488] Game engine crash when try to run after blender app startCampbell Barton
- also found other places where utf8 isnt ensured. - remove duplicate NULL checks in object_edit.c
2011-01-05Adding overhead drawing (frame rate, profile, debug props) capabilities back ↵Mitchell Stokes
to the Blenderplayer by replacing commented out BMF_* functions with BLF_* equivalents.
2011-01-05BGE: Font Object support to animated (object) colorsDalai Felinto
implemented the support for animated colors and a workaround for non animated colors. To be cleaned if/when this bug is fixed: [#25487] BGE: Object Color only works when it has a keyed frame * also increased the size of the text. Now it supports 280 (or 140 unicode) chars.
2011-01-04Fix to make two-side texface option work with modifiers in the BGE. However, ↵Mitchell Stokes
there appear to be some issues when a mesh has mixed two-side and non two-side faces. I think it's a problem in the converter and possibly related to this bug: https://projects.blender.org/tracker/index.php?func=detail&aid=24948&group_id=9&atid=306
2011-01-03- add in asserts for unlikely cases of invalid ID types being assigned to ↵Campbell Barton
key->from. - mode duplicate pointer/offset code into a static function.
2011-01-02CXX_Guardedalloc was complaining about freeing NULL pointers in ↵Mitchell Stokes
VideoTexture. I've added guards around the deletes to prevent this.
2010-12-31Fixing a crash on exit when using the Blenderplayer on win32. When ↵Mitchell Stokes
free_blender() was freeing main, main was garbage since the blend file data was already freed. So, I just replaced free_blender) with IMB_exit() and free_nodesystem(). Using free_blender() worked when I was in Linux running tests. That or I'm just gong crazy. ;)
2010-12-31CMake: use blender_include_dirs("${OPENGL_INCLUDE_DIR}") rather then ↵Campbell Barton
blender_include_dirs(${OPENGL_INCLUDE_DIR}) Apparently this is needed for MSVC in some cases, reported by Tamito Kajiyama r33895.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-23Compact -I paths in makefiles for more readble files/output.Guillermo S. Romero
Also some white space cleaning and removal of redundant parameter.
2010-12-21Plugging up some memory leaks in the Blenderplayer that I found with valgrindMitchell Stokes
2010-12-17minor warnings removed.Campbell Barton
2010-12-17no functional changes: SETLOOPER macro assumed a scene was defined called ↵Campbell Barton
'sce' used to loop over, now make this an argument, helps to make it clear what's going on.
2010-12-17BGE Font: increasing the limit of the text object to 140Dalai Felinto
2010-12-16SVN maintenance.Guillermo S. Romero
Plus some typo fixes in comments.
2010-12-16Patch:[#25163] BGE support for Blender Font objects - unicode supportDalai Felinto
Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-11BGE BugFix: [#25106] modelview matrix incorrect after using VideoTexture - ↵Dalai Felinto
affecting mouse.position. Patch by Benoit Bolsee (ben2610)
2010-12-09renaming blf_api.h to blf_py_api.hDalai Felinto
In windows this was producing Linking dependence errors because we have BLF_api.h in the /blenfont/ and blf_api.h in /python/generic/. It doesn't produces crash out of the box but I was trying to link both "api" files to the same project (Ketjsi folder). For the linking order was determining what header to use. A workaround is to "include" the file using some ../../ relative folder. But renaming it is less error prone. Probably Ketsji folder shouldn't link to BLF_api.h anyways, but this is something I will look better later before another commit. In the mean time it's not a good idea to have 2 api files with the same name (for non case-sensitive systems).
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-12-08BGE BugFix: [#24052] Can't change dynamic object's orientation using python ↵Dalai Felinto
(fix by Benoit) from the tracker: """The required functionality is provided by the localOrientation property: setting this value will change the dynamic object orientation. This is because dynamic object have no parent and thus the local and world orientation are identical. However, setting worldOrientation will only change the scenegraph node, which has no effect as the physics controller will reset the orientation on next physics synchronization."""