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2011-10-10- for some reason navmesh wasnt drawing when VBO was enabled.Campbell Barton
- fix navmesh crash (may well have been from own changes) - changing VBO's now redraws all windows - useful for checking if VBO draws differently.
2011-10-09clear some warnings.Campbell Barton
2011-10-07spaces -> tabs (whitespace only changes)Campbell Barton
2011-10-06fix [#27071] Random crashes when altering a mesh vertex vector in BGECampbell Barton
thanks to Chris Holland (topher77) for supplying the fix.
2011-10-03BGE: removing old hack from Dome code. it's no longer needed and it was ↵Dalai Felinto
making dome to fail if using game autostart (<<bug)
2011-09-30Recast: upgrade library.Benoit Bolsee
- Upgrade Recast library to latest portable version - Implement recast_qsort based on FreeBSD qsort.c to have portable thread safe quick sort for use in conversion routine. - Better default value for the Build Navigation Mesh operator
2011-09-26change define INTERNATIONAL --> WITH_INTERNATIONALCampbell Barton
also rename backface_culling --> use_backface_culling (which is used elsewhere in rna)
2011-09-25whitespace cleanupCampbell Barton
2011-09-25BGE Animations: Fixing various Action Actuator compatibility issues reported ↵Mitchell Stokes
by Dalai in issue #28723.
2011-09-23Fix for recent Campbell's commit.Sergey Sharybin
2011-09-21remove support for irixCampbell Barton
2011-09-20Get rid of c++ in blenkernel and modifiersSergey Sharybin
Also use guarded allocations for navmesh stuff.
2011-09-20- Fix for compiling without international supportSergey Sharybin
- Enable international support for win64 msvc by default
2011-09-20Merging r40366 through r40392 from trunk into soc-2011-garlicsoc-2011-garlicSergey Sharybin
2011-09-20i18n: some fixes for windows, scons and game engineSergey Sharybin
2011-09-20i18n: code clean-upSergey Sharybin
- Move all translation-related declarations to BLF_translation.h - Reverted some changes to match trunk svn rev40365
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19i18n: code cleanup and fixing unneeded translation (when partial translation ↵Sergey Sharybin
is used only)
2011-09-19i18n: fixed building with playerSergey Sharybin
2011-09-19svn merge -r40222:40344 ^/trunk/blenderSergey Sharybin
2011-09-17use macros RAD2DEG & DEG2RAD rather then multiplying by 180.0/M_PI or M_PI/180.0Campbell Barton
2011-09-17BGE Animations: Fixing some refcount issues with KX_Scene::m_animatedlist ↵Mitchell Stokes
(fixes m_animatedlist crashes) and some whitespace issues with KX_GameObject::GetActionManager().
2011-09-16BGE fix: Font Objects not showing up in the dome modeDalai Felinto
geez, who coded the font object? or even worse, who did the dome code? Don't coders talk? tsc tsc ... Now seriously, KX_KetsjiEngine::RenderFonts() could be moved to inside the KX_Scene class. It probably should (so I could call it from inside KX_Dome::RenderDomeFrame()). Not critical, so not changing it for now.
2011-09-16- remove deprecated pose channel membersCampbell Barton
- change short -> char for flags that support it. - add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
2011-09-15svn merge -r39834:40222 https://svn.blender.org/svnroot/bf-blender/trunk/blenderSergey Sharybin
2011-09-12- fix for mesh_get_mapped_verts_nors copying short normals to floats without ↵Campbell Barton
scaling. - BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
2011-09-11Recast: fix bad level calls, Recast compiled out if BGE not enabled. SCons ↵Benoit Bolsee
updated but not tested.
2011-09-11bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get ↵Dalai Felinto
changed material mode http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
2011-09-10Another set of fixes for recats: osx uses different order of arguments for ↵Sergey Sharybin
sort_r and it's callback. Also do not use char constants like 'NAVM' which is casting to int. And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
2011-09-10fix for building with collada and some other warningsCampbell Barton
2011-09-10fixed linking with CMakeCampbell Barton
2011-09-10recast and detour patch now builds again with GCCCampbell Barton
- rearrange structs to work for 64bit - define all vars before goto's - ifdefs for qsort_r/qsort_s - dont cast pointers to int only for NULL checks - dont printf STR_String directly, get the char pointer from it also minor change to gpu py module, no need to pass empty tuple to PyObject_CallObject, can just be NULL
2011-09-10SVN maintenance.Guillermo S. Romero
2011-09-09svn merge -r 39975:40061 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07use Py_ssize_t rather than int when dealing with list sizes (original patch ↵Campbell Barton
from Fedora but applied changes elsewhere too), also replace PyList_Size with PyList_GET_SIZE where typechecking is already done.
2011-09-07BGE fix: ignore sounds that cannot be opened instead of crashing. ;-)Joerg Mueller
2011-09-06fix some complier warnings and add -Wundef to CMake's default GCC warnings.Campbell Barton
2011-09-05Code cleanup: warning fixes.Brecht Van Lommel
2011-09-05add missing files after mergingXiao Xiangquan
2011-09-04BGE animations: fixing initialization order issues for BL_ActionActuator and ↵Mitchell Stokes
BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
2011-09-04BGE animations: Fixing a potential crash when using camera IPOs. The IPOs ↵Mitchell Stokes
were being created off of blendercamera->adt->action when they should have been using the supplied action. Thanks to z0r for pointing out the problem and a potential fix.
2011-09-04BGE animations: Adding a separate list to KX_Scene for animated objects. ↵Mitchell Stokes
This makes scenes with a lot of non-animated objects faster. In my test scene with 8000 static, non-animated cubes my time spent on animations went from 1.5~1.7ms to 0.001ms.
2011-09-03BGE animations: Fixing a crash that would happen if the property for a ↵Mitchell Stokes
property mode action actuator was invalid.
2011-09-03fix [#28462] Tiled textures and 2D filters don't mixCampbell Barton
patch by Juha Mäki-Kanto
2011-09-03whitespace editsCampbell Barton
2011-09-02BGE animations: This is an attempt to help smooth out some more ↵Mitchell Stokes
compatibility issues with the new action actuator. It now has a similar pulse behavior to the old actuator. This has worked well in most of my tests, but YoFrankie still has problems, and it appears to have gotten a little worse.
2011-09-01BGE: Undoing r39729 and applying a simpler fix (ensuring that the viewport ↵Mitchell Stokes
is correct for PostRenderScene()). This way both 2d filters and post_draw callbacks with with multiple viewports.
2011-09-01merge with trunk r39834Xiao Xiangquan
2011-09-01whitespace bge editsCampbell Barton