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2009-06-282.5Ton Roosendaal
Make include to make GE compile. Py 2.3 doesnt compile expressions/Value.cpp btw... Value.cpp:616: error: 'class PyObjectPlus' has no member named 'ob_type' Probably need to wait for py 3.1 :)
2009-06-28BGE Python APICampbell Barton
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28removed un-needed hack, something weired was going on when debugging that ↵Campbell Barton
made the pointers to these functions change after initialization.
2009-06-28BGE Fix for no redrawing.Campbell Barton
Was caused by un-initialized engine ticrate, do_versions was working on 2.4x but isnt in 2.5 so just add a zero check when getting from the world.
2009-06-28BGE Redraw problem:Campbell Barton
at the moment only files from blender 2.4x will display in 2.5x, compared area and window structs in both cases and dont see any differences. This doesnt fix the problem but corrects a few things related to window drawing with the BGE, also adds a hack because I noticed the window and area pointers in the KX_BlenderCanvas were offset after initialized, maybe need to use <static cast> ?
2009-06-26Made Mathutils use radians rather then degrees. defining USE_MATHUTILS_DEG ↵Campbell Barton
for testing existing scripts. Added conversion for BGE Quaternion WXYZ (Blender/C) -> XYZW (Moto C++). BGE Python API now uses WXYZ following mathutils (break script warning).
2009-06-25PyAPI RNA/BGECampbell Barton
* all mathutils types now have optional callbacks * PyRNA returns mathutils quat and euler types automatically when they have the rotation subtype. * PyRNA, reuse the BPy_StructRNA PyObject rather name making a new one for each function returned. * use more arithb.c functions for Mathutils quaternion type (less inline cruft). * BGE Mathutils integration mostly finished- KX_PyMath now converts to Mathutils types rather then lists. * make all mathutils types share the same header so they can share a number of functions - dealloc, getWrapped, getOwner.
2009-06-232.5Ton Roosendaal
Removing editors/include export from Make, it's not needed luckily :)
2009-06-232.5Ton Roosendaal
Game engine Makefile update. Note to coders: including BLO_ for only intptr typedef is ehh... not so nice. But it should not have been added there in first place. (BLO_ = .blend file read/write). Nice for a future cleanup. :) Also goes for ED_ includes btw, = bad level call for GE! If you need it to get things work now, fine, but it will make player impossible.
2009-06-23PyRNA API support for matrix types as Mathutils matrix (with callbacks) ↵Campbell Barton
rather then a generic rna sequence of floats. Any 3x3 or 4x4 rna matrix will automatically be returned as a Mathutils matrix. This makes useful stuff like multiplying a vector location by an object matrix possible. ob = bpy.data.scenes[0].objects[0] print (ob.data.verts[0].co * ob.matrix) Also added mathutils matrix types to the BGE GameObject.localOrientation, worldOrientation * MT_Matrix3x3 added getValue3x3 and setValue3x3, assumed a 4x3 float array. * KX_GameObject.cpp convenience functions NodeSetGlobalOrientation, NodeGetLocalOrientation, NodeGetLocalScaling, NodeGetLocalPosition. * 2.5 python api now initializes modules BGL, Mathutils and Geometry * modules py3 PyModuleDef's use PyModuleDef_HEAD_INIT, rather then {}, was making msvc fail to build. * added macros for Vector_ReadCallback, Vector_WriteCallback etc. to check if the callback pointer is set before calling the function.
2009-06-22PyAPI Mathutils Vector callbacks, referencing other PyObjects rather then ↵Campbell Barton
thin wrapping vectors which is crash prone. in short, vectors can work as if they are thin wrapped but not crash blender if the original data is removed. * RNA vector's return Mathutils vector types. * BGE vectors for GameObject's localPosition, worldPosition, localPosition, localScale, worldScale, localInertia. * Comment USE_MATHUTILS define to disable returning vectors. Example... * 2.49... * loc = gameOb.worldPosition loc[1] = 0 gameOb.worldPosition = loc * With vectors... * gameOb.worldPosition[1] = 0 * But this wont crash... * loc = gameOb.worldPosition gameOb.endObject() loc[1] = 0 # will raise an error that the objects removed. This breaks games which assume return values are lists. Will add this to eulers, matrix and quaternion types later.
2009-06-21more corrections from cleanup :/Campbell Barton
2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
2009-06-202.5Brecht Van Lommel
* Optimized RNA property lookups and path resolving, still can be much better, but now the 1000 IPO example on bf-taskforce25 runs at reasonable speed. * Also an optimization in the depsgraph when dealing with many objects, this was actually also a bottleneck here.
2009-06-19BGE: allow action blending by bringing back blend_poses() as ↵Campbell Barton
game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
2009-06-19Fix for compiler error since BLO_sys_types.h was not in the pathDaniel Genrich
2009-06-19don't include stdint.h directly, it's broken on non C99 compliant compilers ↵Martin Poirier
(you know which one I'm talking about).
2009-06-182.5Brecht Van Lommel
* Update cmake and makefiles to link python generic. * Fix game engine building for cmake and makefiles. * Fix compile error with py 3.x, due to 2.x compat fix.
2009-06-18fix for building with py2.3Campbell Barton
2009-06-18build generic modules in their own lib, compiling without the game engine ↵Campbell Barton
would fail because bpy_internal_import.c wasnt being included. (scons only)
2009-06-18Some generic modules from blender 2.4x building with py3k and mostly working.Campbell Barton
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3 python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
2009-06-17ActionActuator in the game engine working again to display deformed meshes ↵Campbell Barton
with the new animation system. Note that the animation conversion from existing 2.4x blend files doesnt yet set the Action pointer in the actuator so the only way to test is to use the python api to set the new converted action active on the actuator because there is no user interface.
2009-06-16small merge needed for testing new animsys in 2.5 BGE, mixing own changes ↵Campbell Barton
with merge can be a hassle. svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20928:20937
2009-06-16BGE Action Actuator setChannel() function was broken in a number of ways. Campbell Barton
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes. * game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory. * setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful. * Added getChannel() - returns pose loc/size/quat * Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)
2009-06-16svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928Campbell Barton
Sequencer changes from source/blender/src coming next
2009-06-16KX_PythonSeq (used for a number of BGE sequence types)Campbell Barton
* cont.actuators.get("key", default) # dict like get function * if "key" in cont.sensors: ... Updated docs Added missing include to Particle.c
2009-06-16BGE Py APICampbell Barton
* Removed modules Expression and CValue, neither were ever available. * Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced). * resetting the original blend file path didint work (own fault == -> =) * Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules, Looks like they want us to use init-tab array, but this doesn't suit us since it needs to be setup before python is initialized. * Documented GameLogic.globalDict
2009-06-162.5: Image EditorBrecht Van Lommel
* Started porting over to python, menus nearly done, header WIP. * Game Properties panel is in python too * Deprecated "Tiles" as a per face flag here, now it's always on the image, used to be both, working in a very confusing way. Unlikely someone actually had a purpose for this being per face. * Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore, so I don't want to bother updating it. * Fix crash in image painting (own mistake in porting over bugfix from 2.4x).
2009-06-16saving globalDict didnt work with python3.xCampbell Barton
2009-06-15missing var in last commitCampbell Barton
2009-06-15Game Engine working with the new animation system for Ipos (IpoActuator)Campbell Barton
FCurves are used for animation evaluation so FCurve modifiers work :). Tested with object location and object color animation. Armature and Shape Keys next.
2009-06-14changing the scale of a sleeping object wasnt working with bullet.Campbell Barton
Example is a cube that lands on a plane, sleeps after some time, a script changes the scale. It would still use the scale when the object first went to sleep. reported on blenderartist. http://blenderartists.org/forum/showthread.php?t=158617
2009-06-14BGE events, not sure every event works as it should but keyboard looking and ↵Campbell Barton
mouse focus seems to work ok. Tested some basic logic brick blend files that use key input which run properly.
2009-06-13GameEngine WIP,Campbell Barton
* pressing P starts the BGE in the 3D view * redraw window clipping isnt right * BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry) * no events yet (so there is no way to exit)
2009-06-13svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20849:20855Campbell Barton
to get the BGE building with py3k and no sdl
2009-06-13G.sipo was being passed in the BGE when it wasnt needed, just access G.sipo ↵Campbell Barton
directly. KX_PythonSeq.cpp - disable the cmpfunc with py3, need to have richcmp.
2009-06-13allow building without SDLCampbell Barton
2009-06-13merged from trunk 20741:20848 Campbell Barton
* Missing changes to release/windows/installer * Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5 * brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-12use contains for ListValue and KX_GameObject types (has_key is deprecated by ↵Campbell Barton
python) eg. if 'prop' in gameOb: ... if 'GameOb' in sce.objects: ...
2009-06-11Bugfix for [#18911] Applied torque breaks rigid bodies in game engineErwin Coumans
2009-06-11Sound actuator bug reported by zapman on blenderartist.Campbell Barton
Negative events would play on an actuator if it hadn't played a sound yet.
2009-06-10was printing all warnings twiceCampbell Barton
2009-06-10fix for bug #18898: GE perspective 3D View not working properly (missing LENS)Dalai Felinto
note: I'm not changing GamePlayer files. There is no such a thing as 3D view camera in gameplayer (override_camera).
2009-06-09Fix for bug #18900: game engine lights in non-glsl mode did moveBrecht Van Lommel
anymore, missing matrix update. Also move some code to KX_LightObject to avoid duplication with player.
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-06-07Bugfix to avoid crashing BGE on Mobile Intel GMA 950/945 Express GPU (2009 ↵Erwin Coumans
latest driver 6.14.10.4926 Windows XP) Command-line option to disable vertexarrays in BGE: -g novertexarrays
2009-06-07BGE VideoTexture: fix VideoFFmpeg range attribute + error message.Benoit Bolsee
2009-06-06#18872 bugfix for torque on dynamic objectsErwin Coumans
#18893, fix to getParam for generic 6dof constraints
2009-06-05bpy.config.sequenceMemCacheLimit is the only way to set the memcache in ↵Campbell Barton
background mode and it didnt work. removed some unused vars from KX_Scene
2009-06-05getScreenPosition, Ray and Vect fixes:Dalai Felinto
- fix for [#18867] getScreenRay error ... the Vector wasn't been added to KX_Camera origin. Therefore the Ray was always casted to the wrong coordinate when camera wasn't in [0,0,0] (where is obviously was in my tests :) - making the input parameter compatible with Blender/BGE window coordinate system (Top-Bottom). ... that will break scripts done in 2.49. Since this feature was added only in 2.49 that fix is OK. (and the fix is ridiculous. Note: the input parameter is normalized. That means it runs from 0.0 to 1.0. Some users found it confusing, but it allows to make a game compatible with multiple desktop resolutions.a