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2013-09-14BGE: Adding a Python collision API. The initial patch was provided by ↵Mitchell Stokes
agoose77, with some edits by me. KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
2013-09-12BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a ↵Daniel Stokes
on some ATI cards? Disabling display lists for legacy ATI cards since they don't support display lists well. Also removing an unused variable from the display list rasterizer.
2013-09-09code cleanup: warnings and redundant checks.Campbell Barton
2013-09-06Fixing a problem with variance shadow maps blurring out on transparent ↵Daniel Stokes
receivers in the Game Engine reported by Sam Cameron on the IRC. Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
2013-09-05BGE: Removing an unused rendertools argument from BL_ConvertActuators().Mitchell Stokes
2013-09-05BGE: Removing the touch sensor and converting all touch sensors to collision ↵Mitchell Stokes
sensors.
2013-08-30Cleaning up some prints related to SDL.Mitchell Stokes
2013-08-30Allowing the BGE to build with SDL2. I'm not sure if this is the correct fix ↵Mitchell Stokes
yet, but at least it builds.
2013-08-28remove unused function. also typoCampbell Barton
2013-08-26BGE: Cleaning up the vsync code a little.Mitchell Stokes
2013-08-26blenderplayer builds againCampbell Barton
2013-08-20patch [#36503] BGE Python - Radar and Ray sensor wrong AXIS constants wrong ↵Campbell Barton
defined from Jorge Bernal (lordloki)
2013-08-19Fix build with GE and WITH_CXX_GUARDEDALLOC enabled…Bastien Montagne
2013-08-19Speedup for guarded allocatorSergey Sharybin
- Re-arrange locks, so no actual memory allocation (which is relatively slow) happens from inside the lock. operation system will take care of locks which might be needed there on it's own. - Use spin lock instead of mutex, since it's just list operations happens from inside lock, no need in mutex here. - Use atomic operations for memory in use and total used blocks counters. This makes guarded allocator almost the same speed as non-guarded one in files from Tube project. There're still MemHead/MemTail overhead which might be bad for CPU cache utilization
2013-08-19Optimization and threading fix for shapekeys weights calculationSergey Sharybin
This commit fixes two different issues, which were caused by how weights are being calculated for relative shapekeys. Weights for key block used to saved in KeyBlock DNA structure, which lead to situations when different objects could start writing to the same weights array if they're sharing the same key datablock. Solved this in a way so weights are never stored in KeyBlock and being passed to shapekeys routines as an array of pointers. This way weights are still computed run-time (meaning they're calculated before shapekey evaluation and freed afterwards). This required some changes to GameEngine as well, to make it never cache weights in the key blocks. Another aspect of this commit makes it so weight for a given vertex group is only computed once. So if multiple key blocks are using the same influence vertex group, they'll share the same exact weights array. This gave around 1.7x speedup in test chinchilla file which is close enough to if we've been caching weights permanently in DNA (test machine is dual-code 4 threads laptop, speedup measured in depsgraph_mt branch, trunk might be not so much high speedup). Some further speed is optimization possible, but it could be done later as well. Thanks Brecht for idea of how the things might be solved in really clear way. -- svn merge -r58786:58787 ^/branches/soc-2013-depsgraph_mt
2013-08-19Made modifiers_getVirtualModifierList safe for threadingSergey Sharybin
Move static variables to context filling in by this fcuntion and owned by a callee function. This ensures no conflicts between threads happens because of static variables used in this function. Also moved modifier types and virtual modifiers data to a function called from creator. This is needed to be sure all the information is properly initialied to the time when threads starts to use this data. -- svn merge -r57899:57900 ^/branches/soc-2013-depsgraph_mt
2013-08-19style cleanup: indent/whitespaceCampbell Barton
2013-08-18Fix a few compiler warnings reported by clang.Brecht Van Lommel
2013-08-17BGE: Adding partial support for LibLoaded lights with GLSL materials.Mitchell Stokes
Any GLSL materials loaded after lights are LibLoaded will now use the lights in heir shaders. This includes materials loaded from the same scene as the LibLoaded lights. We could later add a new flag to LibLoad to recompile all existing shaders, but this commit should offer a lot more flexibility as is.
2013-08-17BGE: Flipping vsync constants so VSYNC_ON is 0.Mitchell Stokes
This will make transitions from older versions of Blender easier since VSYNC_ON will be the default. This could have been changed in a do_version, but the vsync code has yet to see an official release, so I figured this would be a bit nicer. Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-15BGE: The Action Actuator can now make use of additive blending.Mitchell Stokes
2013-08-15BGE: Finally adding support for additive layer blending.Mitchell Stokes
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-15Adding a new state for sound handles in audaspace: stopped.Joerg Mueller
Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state. This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly. Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
2013-08-14BGE Dome: bugfix - Warp Mesh not workingDalai Felinto
Fix: to swap the drawing order for the warp mesh polygon The code was drawing CW instead of CCW. It would work in some cases where the drawing flags would allow for the back faces to be visible. More specifically the alternative fix were: glDisable ( GL_CULL_FACE ); glFrontFace( GL_CW ); Bug originally reported in the small_planetarium mailing list. This bug fix was a comissioned job by a group who prefer not to be credited. Thanks regardless.
2013-08-13BGE: Updating the bge.logic.expandPath() documentation to better reflect its ↵Mitchell Stokes
current behavior.
2013-08-13BGE: Adding a GPU Latency profile category to represent the CPU time spent ↵Mitchell Stokes
waiting on the graphics card.
2013-08-11BGE: Fixing the memory leaks reported when the BlenderPlayer exits.Mitchell Stokes
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
2013-08-10As requested by Mitchell Stokes, reverting r58837 as it is causing some ↵Daniel Stokes
problems with the embedded game engine's python execution.
2013-08-07Adding a fov attribute to KX_Camera. This attribute converts the field of ↵Daniel Stokes
view value and uses it to set lens.
2013-08-07BGE Fix [#33215] KX_MeshProxy.transformUV() argument ValueErrorDaniel Stokes
2013-08-06BGE: Making sure the BlenderPlayer calls Py_Finalize().Mitchell Stokes
2013-08-04code cleanup: remove redundant NULL checksCampbell Barton
2013-08-04code cleanup: replace strcpy with BLI_strncpy for fixed size strings, and ↵Campbell Barton
correct some harmless but incorrect sizeof() use
2013-08-04fix memory leak in KX_ObstacleSimulationCampbell Barton
2013-08-04fix for BL_ArmatureConstraint::UpdateTarget(), was getting the pose from the ↵Campbell Barton
target, not the subtarget.
2013-08-04fix read outside buffer range KX_ObstacleSimulationTOI_rays::sampleRVO,Campbell Barton
Was using 3d vectors for 2d operations, passing float[2] to args that use MT_Vector3 was reading the 3rd value of a 2d array
2013-08-04KX_ObstacleSimulation: replace inline math functions with BLI_math functionsCampbell Barton
2013-08-04code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making ↵Campbell Barton
a hash from the object name.
2013-08-04avoid freeing NULL pointer for navmesh BuildVertIndArrays and dont truncate ↵Campbell Barton
memset arg.
2013-08-04avoid runtime overflow (1 << 31), for RNA and armature layer UI.Campbell Barton
2013-08-04code cleanup: remove unused define, correct header guard mismatch, add NULL ↵Campbell Barton
check so DM_to_mesh() can have a NULL object passed (currently not used) and remove redundant NULL check.
2013-08-04fix for strange error with BGE 2d filter code,Campbell Barton
RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then doing a subtraction which would give a negative number.
2013-08-03BGE: Making sure m_drawingmode is initialized in the various RAS_Storage ↵Mitchell Stokes
constructors.
2013-08-03BGE: Making sure m_left, m_right, m_parent, m_radius, and m_client_object ↵Mitchell Stokes
are initialized in the SG_Tree constructors.
2013-08-03BGE: Making sure m_objType is initialized in the BlendType (VideoTexture) ↵Mitchell Stokes
constructor.
2013-08-03BGE: Making sure m_line is initialized in the Exception (VideoTexture) ↵Mitchell Stokes
constructor.
2013-08-03BGE: Making sure m_buffV, m_buffU, and m_pitchUV are initialized in the ↵Mitchell Stokes
FilterYV12 constructor.
2013-08-03BGE: Making sure m_offset is initialized in the ImageSourceMix constructor.Mitchell Stokes
2013-08-03BGE: Making sure m_mirrorHalfWidth and m_mirrorHalfHeight are initialized in ↵Mitchell Stokes
the ImageRender constructor.
2013-08-03BGE: Removing some unreachable and unused code in BL_ActionManager.cpp.Mitchell Stokes