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2015-07-30Move tangents and baking to looptris:Antony Riakiotakis
Notes: * Code in rendering and in game engine will still convert tangents to a tessface representation. Added code that takes care of tangent layer only, might be removed when BGE and rendering goes full mlooptri mode. * Baking should work discovered some dead code while I was working on the patch, also tangents are broken when baking from multires (also in master), but those are separate issues that can be fixed later. This should fix T45491 as well
2015-07-28Audaspace: fixing problems for the merge to master suggested by Campbell and ↵Jörg Müller
Sergey. - rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE. - rename C/PYAUDASPACE to AUDASPACE_C/PY - simplifying cmake defines and includes. - fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows. - fixing scons building. - other minor build system fixes.
2015-07-28Audaspace: name fixes and external library update.Jörg Müller
2015-07-28Audaspace: external audaspace library update.Jörg Müller
2015-07-28Audaspace: use standalone library.Jörg Müller
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE. - Fixes to build without standalone library as well.
2015-07-28Audaspace: preparing to use standalone library.Jörg Müller
- Renamed some functions. - Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28BGE: Navmesh fixes and improvementsSybren A. Stüvel
The navigation mesh functionality was broken for quite a while. This patch contains fixes: recalculating tesselations before getting the number of tesselation faces (it otherwise returned 0) before calculating the navmesh, and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object (which fixes visualisation in Blender). This allows one to create a new navmesh, which also works in the BGE. Furthermore, the patch adds several return values, and shows more error messages when things go wrong. In several places in the navmesh creation code, return codes weren't checked and errors silently ignored. Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame Reviewed By: panzergame Differential Revision: https://developer.blender.org/D1435
2015-07-27BGE: Fix T37074: GLSL max texture units limitThomas Szepe
Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB). Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader. This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8. Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri Reviewed By: panzergame, sybren, moguri Projects: #game_engine, #game_rendering Maniphest Tasks: T37074 Differential Revision: https://developer.blender.org/D1389
2015-07-27BGE: Fix T19241: draw debug shape with overlay/background scene.Porteries Tristan
It's for the function render.drawLine and physics debug.
2015-07-26Fix T26141: render setting affects only first scene.Porteries Tristan
2015-07-25Fix compile warning in 04b369Porteries Tristan
2015-07-25BGE: Fix T35454: Soft body joints crash.Porteries Tristan
Constraint on soft bodies are special and return 0 as constraint id. So we have to check that the id is not 0 in function setParam, getParam, getAppliedImpulse and removeConstraint.
2015-07-25BGE: Fix T45278 sleeping deactivation with overlay scene.Porteries Tristan
this commit fix also angular and linear threshold sleeping value update via bge.constraints.
2015-07-25BGE: Fix T35288 Touch/Ray/Mouse sensor and Constraint actuator with ↵Porteries Tristan
material check doesn't work. Now we look at all materials instead of the first. So m_auxilary_info is useless and removed.
2015-07-24BGE: Fix T45544 Adding Armatures takes an increasing amount of logic timePorteries Tristan
Armatures were not totaly freed (only the armature object not the armature) and the original armature user count was not decrease after replication.
2015-07-20OpenSubdiv: Commit of OpenSubdiv integration into BlenderSergey Sharybin
This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-16Fix T45428: Sometimes in a dupligroup linked actuators are not triggeredDalai Felinto
Revert "BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse." This reverts commit 371e5f25a054759014efa27c6fe4d497854ed64e. The fix is basically to revert the cleanup commit 371e5f25 (and 3d658bf7) Also 5dc22fbbf had to be adapted to the reverted code. Conflicts: source/gameengine/Ketsji/KX_Scene.cpp
2015-07-14Particle Info node support for GLSL mode and the internal render.Alexander Romanov
With this patch "Particle Info" node from Cycles works in GLSL and BI Alexander (Blend4Web Team) Reviewers: psy-fi Note: moved particle info to object render instance instead of shadeinput during review - Antony. Differential Revision: https://developer.blender.org/D1313
2015-07-14Move from MTFace to MTexPoly w/ texture checksCampbell Barton
Part of moving away from MFace.
2015-07-13 Imbuf types refactor.Antony Riakiotakis
ImBuf types were getting stored as bitflags in a 32bit integer which had already run out of space. Solved the problem by separating file type to an ftype enum, and file specific options to foptions. Reviewed by Campbell, thanks a lot!
2015-07-12BGE Clean-up: New EXP prefix for the BGE Expression moduleJorge Bernal
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
2015-07-10CustomData: deprecate CD_ID_MCOLCampbell Barton
2015-07-09Cleanup: quiet warningCampbell Barton
2015-07-09Use it->second instead of (*it).second in KX_BlenderSceneConverter.Porteries Tristan
2015-07-07BGE: Fix wrong current logic manager in collision callback.Porteries Tristan
2015-07-06BGE: bge.texture API documentation enhancementQuentin Wenger
This patch attempts to improve and review the documentation of bge.texture, as requested in the [[ http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/GameEngine#Video_Texture | TODO list ]]. More specifically, it - fixes the rst syntax, including titles of the examples bge.texture.py and bge.texture.1.py; - adds, standardizes and reviews description of the API elements, particularly signatures, types, etc. - adds SOURCE_* constants to the doc - splits the doc into thematical parts (Video, Image, Texture, and Filter Classes, Functions, Constants). Notes: - The parameter "mode" of ImageBuff.plot has to be described better. Actually, the whole set of IMB_BLEND_* constants (from IMB_imbuf.h) should be exposed to Python. I'll do that in a future diff, and complete the doc at the same moment (adding those IMB_BLEND_* constants to the Constants part of this doc). - The option of using webcams in VideoFFmpeg is still particularly not well documented. I am planning to make a proposal about fixing T18634 (and its corresponding TODO in the list) by integrating OpenCV in the BGE (and Blender?). The idea would then probably be to add a new class, f.ex. ImageWebcam, making this functionnality more specialized. So for now I don't think it is worth to document that part much. This patch fixes T44284 too. Reviewers: moguri, kupoman, campbellbarton, panzergame, lordloki Reviewed By: panzergame, lordloki Subscribers: hg1 Projects: #game_engine, #game_python, #documentation Maniphest Tasks: T44284 Differential Revision: https://developer.blender.org/D1352
2015-07-06BGE: Fix T45341: Crash when camera is eliminatedJorge Bernal
A null check is added to avoid crashes when the camera is removed during the game and no other is available
2015-07-06BGE Fix T45207: Camera actuator shakes with low heightSybren A. Stüvel
The camera-aiming code was using a near-zero-length cross product, which caused oscillations. Thresholding on the cross product length seems to fix this. Reviewers: lucky3, Matpi, lordloki Reviewed By: lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1387
2015-07-04BGE: Fix T45259 collision sensor registration.Porteries Tristan
2015-07-03BGE: Add integer uniforms for 2D FilterThomas Szepe
Actually it is only possible to pass float properties to a 2D filter (GLSL fragment shader). This patch allows also to use integer properties for the 2D filter. Reviewers: sybren, agoose77, kupoman, moguri, lordloki, panzergame Reviewed By: lordloki, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1370
2015-07-03BGE: Extend Python API for KX_BlenderMaterial (specular, diffuse…)Porteries Tristan
Add support for material diffuse, specular… in KX_BlenderMaterial python proxy. And use mathutils in KX_BlenderMaterial for the specular and diffuse color in KX_BlenderMaterial. Reviewers: sybren, brita_, kupoman, agoose77, dfelinto, moguri, campbellbarton, hg1 Reviewed By: moguri, campbellbarton, hg1 Subscribers: dfelinto Projects: #game_engine Differential Revision: https://developer.blender.org/D1298
2015-07-02Game Engine: Camera Lens Shift: support to change it during gameDalai Felinto
2015-07-02BGE: Fix T45267 Lib load without material caching.Porteries Tristan
2015-07-02Fix T45269: Blender 2.75 crashes when I run my the gameSybren A. Stüvel
Velocity clamping on static objects caused a crash.
2015-07-02BGE: Fix T45196 armature action on libloading.Porteries Tristan
2015-07-01BGE: Fix T44069 playing action during libfree.Porteries Tristan
2015-06-29Fix 73841 : Game Engine - Camera Lens ShiftDalai Felinto
This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python. ( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift - this page will be removed as soon as I commit this) Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue). Kudos for the BlenderVR project for supporting this feature development. Differential Revision: https://developer.blender.org/D1379
2015-06-28BGE: added clamping of angular velocity.Sybren A. Stüvel
Angular velocity clamping was missing from the BGE. It is implemented similarly to the linear velocity clamping. It is needed to be able to drive physical simulations of systems that have a limited rotational speed. Reviewed by: campbellbarton, panzergame, ton Differential Revision: https://developer.blender.org/D1365
2015-06-28BGE Fix: apply velocity clamping on every physics subtickSybren A. Stüvel
This patch uses the Bullet "internal tick callback" functionality to ensure that velocity clamping is performed after every physics update. This makes a difference when physics subticks > 1, as in that case the too-high velocity could have impacted the simulation. This patch follows the examples at [1] and [2]; the latter example also explains that the way we limit velocity in the BGE (before this patch) is wrong. [1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks [2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship; Reviewed by: panzergame Differential Revision: https://developer.blender.org/D1364
2015-06-24BGE: Fix color used as background in VideoTexture.Quentin Wenger
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror). Reviewers:panzergame
2015-06-22BGE: Fix T45110, T44174, armature animations update and mirror render.Porteries Tristan
Reveiwers:Moguri, Matpi, youle
2015-06-20BGE: Fix T38030: wrong vertex index returned by KX_PolyProxyPorteries Tristan
Fix T38030. In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index. Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1 Reviewed By: agoose77, hg1 Projects: #game_engine Maniphest Tasks: T38030 Differential Revision: https://developer.blender.org/D1324
2015-06-20BGE: dissallow calling reverse on internal clistsCampbell Barton
2015-06-20BGE Cleanup: Translation of several comments in DutchJorge Bernal
2015-06-20BGE Cleanup: remove dead code at SetCenterOfMassTransformJorge Bernal
Basically, at this line body is always NULL and the code is never executed Reviewers: moguri, hg1, panzergame, agoose77 Reviewed By: hg1, panzergame, agoose77 Subscribers: blueprintrandom Projects: #game_engine Differential Revision: https://developer.blender.org/D1331
2015-06-19BGE: Simplify collision callback registration.Porteries Tristan
Remove list m_triggerController and just use getter CcdPhysicsController->Registered(). Reviewers: sybren, agoose77
2015-06-16BGE: correct case for createConstraint keywordCampbell Barton
2015-06-16Cleanup: styleCampbell Barton
2015-06-16BGE: Fix for precision lost in setBackground/getBackground at Video TextureJorge Bernal
Now internally the variables are processed as floats avoiding int->float->char conversions that are causing precision lost. A check for int numbers is maintained to keep compatibility with old behaviour. Reviewers: ben2610, campbellbarton, moguri, hg1 Reviewed By: moguri, hg1 Subscribers: campbellbarton Projects: #game_engine Differential Revision: https://developer.blender.org/D1301
2015-06-15BGE: Fix T43918: adding submodule bge.app including attribute version.Porteries Tristan
This patch adds the submodule app to bge. apps contains constants similar to bpy.app, particularly version (tuple of three ints like 2.75.1). It was requested in T43918 and set as TODO. The patch also adds rst doc for the module. Reviewers: moguri, kupoman, lordloki, panzergame, campbellbarton Reviewed By: lordloki, panzergame, campbellbarton Subscribers: marcino15 Projects: #game_logic, #game_python, #game_engine Differential Revision: https://developer.blender.org/D1348