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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().
2014-04-23BGE Cleanup: Removing KX_ObjectProperties, KX_BoundBoxClass, KX_BoxBounds, ↵Mitchell Stokes
and KX_CBounds These were used in BL_CreatePhysicsObjectNew() in the converter. However, all of the data put into KX_ObjectProperties was then copied again in KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the information it needs itself, which avoid this odd double conversion step for physics. As a side-effect, the old code would result in static non-mesh objects with no bounds set to still have triangle mesh bounds. This would result in no bounds for these objects. If a bounds was set that required a mesh, non-mesh objects would become sphere bounds. This is now true regardless of whether user bounds were set. In other words, static non-mesh objects now use sphere bounds by default instead of mesh bounds. This might slightly alter some games, but these objects should generally be set to No Collision anyways.
2014-04-23Fix T39458: Switching physics type from Character to Dynamic enables ghost ↵Mitchell Stokes
flag silently Enabling ghost for Sensors and Characters is now done in conversion rather than when setting the RNA.
2014-04-20BGE: Fixing memory leaks when deactivating Sensors, Controllers, or actuators.Mitchell Stokes
Found by Coverity and confirmed with Valgrind.
2014-04-17BGE - button for deactivate sensors, controllers and actuatorsJorge Bernal
This change introduces a new checkbox to deactivate the sensors, controllers and/or actuators. It is useful during the development phase to avoid delete sensors, controllers or actuators if you want to test something new. NOC: The wiki page is being updated (the images mostly), but the feature is already in the 2.71 release log. {F61628} Reviewers: moguri, dfelinto, campbellbarton, dingto, #user_interface, billrey Reviewed By: moguri CC: billrey Differential Revision: https://developer.blender.org/D16
2014-04-16Fix T39445: Async LibLoad CrashMitchell Stokes
There was some deadlock due to trying manage Python's GIL. Instead of continuing to fight with it, anything needing to call into Python while conversion during lib loading is just delayed until it can be done in the main thread.
2014-04-16Fix T39509: Crash when assign an empty as a LoDDaniel Stokes
Missing check when looking for appropriate LoD
2014-04-12Code cleanup: RAS_ILightObject is class, not a struct.Thomas Dinges
Patch by John Pavel. Differential Revision: https://developer.blender.org/D459
2014-04-11API Cleanup: Use BKE_constraint prefix for constraint apiCampbell Barton
2014-04-10BGE: Allow skinned meshes with modifiers to do skinning updates in parallel.Mitchell Stokes
2014-04-10BGE: Fixing a crash when animating objects with modifiers and armatures.Mitchell Stokes
Our deformer system really needs some work. First, there was a crash with shape keys because BL_ModifierDeformer derives from BL_ShapeDeformer, which means we try to execute shape keys even if we do not have them. Also, for some reason BL_ModifierDeformer::Update() does not work if called from the threaded loop, so it is skipped for now. In other words, skinned updates on meshes with modifiers are currently not run in parallel.
2014-04-07BGE: Multi-threading animation updates and skinning.Mitchell Stokes
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
2014-04-07blenderplayer - Reviewed some command line options and the respective helpbrita
Doubts: are written as comments in the code Current Problems: - stereo modes sometimes have different names and are ordered differently everywhere (blender properties panel names and tooltips, blenderplayer cmndline) - dome mode as several options, but can only take one at a time, like -D mode bla -D tilt X -D ... - gameoptions are also given one at a time, like above, but with an assignment -g option = X . This is inconsistent. - gameoptions need to be reviewed and docummented - parent to window (-i) is useful for what? (there is no wiki on this either) - there is no support for verbose options like --help (blender itself supports it) Reviewers: dfelinto, moguri CC: Differential Revision: https://developer.blender.org/D312
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-30Style cleanupCampbell Barton
2014-03-28BGE code cleanup: Removing an unused include in KX_Light.cppMitchell Stokes
2014-03-28BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObjectMitchell Stokes
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight implementation.
2014-03-28Fix T39452: Meshes without materials causes a memory leak in the game engineMitchell Stokes
These types of meshes do not use material caching, and thus only the first created material would be saved, but subsequent ones were not. Those subsequent materials were then not being freed. Now we make sure to track all of the materials. Note: Meshes that cannot make use of material caching (no materials or using face textures) can still use up a large amount of RAM since a material is created per face.