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2014-06-26BGE: New Mouse ActuatorJorge Bernal
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes. This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE. The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls. {F94520} {F91859} Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920} Reviewers: moguri Reviewed By: moguri CC: gomer, lordodin Differential Revision: https://developer.blender.org/D559
2014-06-23T39690: Modifications to Blender's 'temp dir' system.Bastien Montagne
Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never automatically cleaned up, and can end being quite big when used by Blender, especially when we have to store per-process data (using getpid() in file names). To address this, this patch: * Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path), the other is a mkdtemp-generated sub-dir, specific to each Blender instance. * Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always reuse the same filename (quit.blend...) or generate small file (crash reports...). * Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option). * Erases temp sub-dir on quit or crash. To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows. Note that, as in current code, the 'recover render result' hack-feature that was possible with SaveBuffer option is still removed. A real renderresult cache feature will be added soon, though. Reviewers: campbellbarton, brecht, sergey Reviewed By: campbellbarton, sergey CC: sergey Differential Revision: https://developer.blender.org/D531
2014-06-20Fix T40697: Skinned meshes with shapekeys crashing in the BGEMitchell Stokes
2014-06-17Fix T40620: BGE Python - Ray sensor has wrong axis constantsCampbell Barton
2014-06-17Fix for bad NULL checkCampbell Barton
2014-06-17Support for building without PythonCampbell Barton
2014-06-17BGE: New Property sensor evaluation typesJorge Bernal
This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor. The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property Also, I have attached a screenshot and a blend to check. Reviewers: dfelinto, moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D476
2014-06-03Fix T39053: Replace mesh actuator does not replace material (only mesh)Mitchell Stokes
The replace mesh actuator was reconverting the mesh data which causes conflicts with the LoD code. Instead, we just look for an already converted mesh, which should already be in the scene.
2014-06-03Correct last commit: workaround for BGECampbell Barton
2014-05-30Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.IRIE Shinsuke
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
2014-05-28Fix 40343: Using replace mesh (e.g., LODs) on a skinned mesh crashes.Mitchell Stokes
Need to use parent->AddRef() in a few places.
2014-05-28BGE: Accidentally committed some debug code in 8dafbe.Mitchell Stokes
2014-05-28BGE cleanup: Removing some potential memory leaks from KX_NavMeshObject when ↵Mitchell Stokes
it fails to build a navmesh.
2014-05-28BGE cleanup: Remove unused KX_TrackToActuator::m_tracktime member.Mitchell Stokes
2014-05-27Fix T40344: Levels of Detail not smooth with Armature ModifierMitchell Stokes
Due to skinning changes for multi-threaded animations, the LOD check was being done after skinning. Now the LOD check is run before animations. This means the culling information is a frame old, but this should be fine.
2014-05-21BGE LibNew: Only warn about meshes with users in debug builds.Mitchell Stokes
This information only really seems to be for helping developers track down bugs, and isn't really something the user needs. So, lets not spam their console.
2014-05-20BGE cleanup: Removing the unused KX_Scene::UpdateMeshTransformations() function.Mitchell Stokes
2014-05-16Fix T38895: Unstable behavior using VehicleWrapper after Bullet 2.82 updateMitchell Stokes
The Bullet 2.82 update uses a different method for ray casting that seems incompatible with our older files. So, for now we just force the vehicle physics to use the older ray casting method.
2014-05-16BGE Physics: Better follow the old (pre-cleanup) logic for determining ↵Mitchell Stokes
bounds types. This prevents older files from breaking.
2014-05-15Fix T40199: bge.logic.LibFree() could cause crashes by leaving dangling ↵Mitchell Stokes
pointers in the rasterizer.
2014-05-15Fix T40182: Crash when using KX_GameObject.rayCast/rayCastTo().Mitchell Stokes
Missed another parent->release().
2014-05-14Code cleanup: doxy commentsCampbell Barton
2014-05-14Fix T40172: LibFree() crashes with shared materials (e.g., from multiple ↵Mitchell Stokes
LibNew() calls)
2014-05-14BGE: Fixing some NavMesh memory leaks.Mitchell Stokes
2014-05-13Fix T38379: Mesh vertices only update when in cone of last created spotlightMitchell Stokes
The shadow render passes could set a mesh's modified status to false even if they were not rendered. This means their display lists do not get updated. For now, just skip setting all buckets' modified to false during shadow render passes.
2014-05-13Fix T40111: replaceMesh() crashes BGE when used on a parented objectMitchell Stokes
The replace mesh code was still calling release() on the parent object when it no longer needed to (due to earlier commits).
2014-05-10Fix T40113: Skinned meshes with non-animated shape keys crashes the BGE.Mitchell Stokes
2014-05-10BGE: Fixing shape key animations on meshes with no armature.Mitchell Stokes
Their transverts were not being updated after code changes for multi-threaded skinning.
2014-05-10BGE VideoTexture: Fix for loading PNG (and possibly other) files.Mitchell Stokes
2014-05-08Code Cleanup: remove unused m_contactProcessingThresholdCampbell Barton
2014-05-08BGE: Dynamically-allocated action layersMitchell Stokes
This patch removes the limitations on the number of action layers in the BGE. BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API. Task Discussion: https://developer.blender.org/T39572 Author: Kevin Ednalino Reviewers: moguri Differential Revision: https://developer.blender.org/D491
2014-05-05Fix T39928: Blender crash/freeze when game engine is started with animation ↵Mitchell Stokes
played directly on camera object with parents. Updating object IPOs is not currently thread-safe since it also updates children. This leads to problems when parents and children are both animated. For now, updating object IPOs is done in its own loop to avoid threading issues.
2014-05-02Fix T35552: LibLoading objects with Collision sensors gives an errorMitchell Stokes
The collision sensors were not being properly unregistered from the physics system before they were merged into the current scene.
2014-05-02BGE cleanup: Removing the unused SCA_EventManager::Replace_PhysicsScene().Mitchell Stokes
2014-05-02BGE: Forgot a NULL check in CcdPhysicsEnvironment::MergeEnvironment()Mitchell Stokes
2014-05-02BGE cleanup: Moving the PHY_* includes in BL_BlenderDataConversion.cppMitchell Stokes
These includes are now with the rest of the includes instead of in the middle of the file. This should also help building on OS X.
2014-05-02Fix T39932: LibNew can't find LibLoaded meshes.Mitchell Stokes
LibNew now searchs dynamic (i.e., LibLoaded) mains instead of just the current main.
2014-05-01BGE cleanup: KX_GameObject::GetParent() no longer increases the object's ↵Mitchell Stokes
refcount. I'm not sure why this function ever increased the object's refcount. Any place in the code that calls KX_GameObject::GetParent() has to turn around and call parent->Release(). Forgetting to call Release() was a common cause of memory leaks (in fact, KX_SteeringActuator was probably leaking). If the refcount needs to be increased, the calling code can handle calling AddRef().
2014-04-30Change naming slightly, it conflicts with DrawText function define onAntony Riakiotakis
windows on MinGW
2014-04-30BGE: Fixing a memory leak from the recent physics changes.Mitchell Stokes
2014-04-29Correction to last commitMitchell Stokes
2014-04-29Fix T39614: Ping Pong Action doesn't work correctlyMitchell Stokes
2014-04-24COmpilation error fix after recent cleanup in BGESergey Sharybin
2014-04-24BGE Cleanup: Moving reinstancing physics shapes from KX_ConvertPhysicsObject ↵Mitchell Stokes
to PHY_IPhysicsController This was the last item in KX_ConvertPhysicsObject. Therefore, KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been removed.
2014-04-24BGE Cleanup: Physics conversion is now handled by PHY_IPhysicsEnvironmentMitchell Stokes
The current physics conversion code was moved from KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
2014-04-24BGE Cleanup: Reducing KX_BlenderSceneConverter's dependence on Bullet.Mitchell Stokes
* Moving the BlenderDebugDraw (derived from btIDebugDraw) from KX_BlenderSceneConverter to CcdPhysicsEnvironment * Moving CcdPhysicsEnvironment initialization to CcdPhysicsEnvironment (this could probably be cleaned up some more with some sort of factory, or at least moving code to CcdPhysicsEnvironment's constructor) * Simplifying physics environment initialization (went from two switches to one)
2014-04-24BGE Cleanup: Reducing KX_Scene's dependence on Bullet.Mitchell Stokes
Instead, it now relies more on our physics abstractions (e.g., PHY_IPhysicsEnvironment).
2014-04-24BGE Cleanup: Removing the empty KX_ClearBulletSharedShapes() functionMitchell Stokes
2014-04-23Blender Internal: Add material property "Cast" which can disable both ray ↵IRIE Shinsuke
and buffer shadows. Also refactor: - Material property UI related to shadows - Preparation of OR-ed mode flags (ma->mode_l) of render materials Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D313
2014-04-23BGE Cleanup: Removing all of the my_* functions in ↵Mitchell Stokes
KX_ConvertPhysicsObjects.cpp that were used to get bounds information Now we just use BKE_object_boundbox_get().