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2010-01-14spelling errors, no real changes to code.Campbell Barton
2010-01-11evil 1 liner to get bge.logic, bge.render, bge.keys etc.. may eventually ↵Campbell Barton
replace GameLogic, GameKeys module names.
2010-01-11get rid of annoying duplicate python initialization code, added ↵Campbell Barton
setupGamePython() which initializes modules
2010-01-10BGE API_DOC: VideoTexture and PhysicsConstraints templates (need the ↵Dalai Felinto
functions to be filled with their description). PhysicsConstraints is documented in the Game Kit Book: http://download.blender.org/documentation/gamekit1/ VideoTexture is documented in the wiki: http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/VideoTexture I don't think I will have time to fill the documentation. But I hope this commit helps someone interested in helping it. Therefore volunteers to document those modules are highly welcome !!! (let's give to BGE the documentation it deserves)! * + added GameLogic.Lave/LoadGlobalDict + some typo fixes
2010-01-07PyDoc updated for Rasterizer setEyeSeparation and setFocalLength + ↵Dalai Felinto
blenderplayer building again. stubs.c update patch by Mitchel Stokes - Moguri
2010-01-06BGE: KX_GameObject.rayCast() to return 5-tuple in case of no hit when poly=2 ↵Benoit Bolsee
option is used.
2009-12-31BGE: negative lamp last fix - Texture Face. I'm going to commit it to 2.49 too.Dalai Felinto
The files I used for test are here: http://blenderecia.orgfree.com/blender/tmp/neg_light.zip
2009-12-31BGE bugfix: [#19476] Negative Lamps in BGE Do Not Function (in GLSL)Dalai Felinto
this bug was introduced in Blender 2.49 (probably my own fault, in other part of the code though while fixing support for IPOs in GLSL Lamps). The good news is: GLSL Lamps looks in BGE like working perfectly now. Multitexture on the other hand is not supporting "negative" lamps (with the checkbox option on). From my search (svn blame+log) it looks like multitexture never had negative lamp working. Actually in Blender 2.34 when this was introduced in BGE (maybe in Blender as well?) I couldn't see negative lamps working either. It's hard to test this with Blender 2.34 though (it even crash with my test file).
2009-12-31BGE: (1) stereo tooltip update (2) blenderplayer working with new stereo ↵Dalai Felinto
setting (3) blenderplayer building again (patch by Mitchell Stokes - Moguri) (1) the new text suggest what was the default eye separation before. Now I'm confident that changing the eye separation for the UI is a good move (2) no big deal here. It's not reading the parameter from the command line. But does it ever read it? (3) stubs.c update and glew linking statically. patch by Mitchell Stokes, thanks for that. And now we finish 2009 with a building blenderplayer =D
2009-12-29BGE: stereoscopic settings changes: (1) eye separation is the UI (2) ↵Dalai Felinto
focallength uses camera focallength Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U. The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI) In order to change it you can change the camera focal length or use Rasterizer.setFocalLength. If you use the Rasterizer method it will use this value for all the cameras. ToDo: - Blenderplayer settings - Update wiki documentation (any volunteer)? * Note to stereo fans: I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out. For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29* speedup for animating bones, in one scene with sintel and a dragon ↵Campbell Barton
animated its over 4x faster. * utility function BLI_findstring to avoid listbase lookup loops everywhere. eg: ListBase *lb= objects= &CTX_data_main(C)->object; Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2); * made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-23BGE: fix more transpose bug when MathUtils is not used.Benoit Bolsee
2009-12-23BGE: fix more matrix transpose bugs in assignement to game object matrices.Benoit Bolsee
Assignment to KX_GameObject localOrientation and worldOrientation matrices was assuming row-major matrix although reading these matrices was returning a column-major MathUtils object. The faulty function (PyMatTo) is fixed and all matrices in python are now assumed column-major. This function is also used in the following methods: BL_Shader.setUniformMatrix4() BL_Shader.setUniformMatrix3() (No change in scripts if you didn't specify the optional transpose parameter: the default value is changed so that column-major matrices are assumed as before.) KX_Camera.projection_matrix (assignement to this attribute now requires a column-major matrix and you must fix your script if you were setting a value to this attribute.)
2009-12-22BGE: update for new soft body helpers API.Benoit Bolsee
2009-12-22BGE: fix bug with rigid body joint constraint target name: skip OB letter.Benoit Bolsee
2009-12-14Fix #20367: game engine crash, origindex layer is now optional.Brecht Van Lommel
2009-12-13invalid value for BGE PyObjects was invertedCampbell Barton
2009-12-13clear loc/size/rot wasnt updating child transformations, also removed some ↵Campbell Barton
warnings
2009-12-08BGE: Add plot method to VideoTexture.ImageBuff class.Benoit Bolsee
Synopsis: plot(brush,width,height,x,y,mode) plot(imgbuff,x,y,mode) The first form uses a byte array containing the brush shape. The second form uses another ImageBuff object as a brush. The ImageBuff object must be initialized before you can call these methods. Use load(rgb_buffer,sizex,sizey) method to create an image buffer of given size (with alpha channel set to 255). The brush is plotted directly in the image buffer. The texture is updated only when the VideoTexture.Texture parent object is refreshed: this will download the image buffer to the GPU. brush: Byte array containing RGBA data to be plotted in image buffer. The data must be continuous in memory, organized row by row starting from lower left corner of the image. Each pixel is 4 bytes representing RGBA data in that order. width: Horizontal size in pixels of image in brush. height: Vertical size in pixels of the image in brush. imgbuff:Another ImageBuff object that is used as a brush. The object must have been initialized first with load(). x: Horizontal position in pixel from left side of the image buffer where the brush will be plotted. The brush is plotted on pixels positions x->x+width-1. Clipping is performed if the brush falls partially outside the image buffer. y: Vertical position in pixel from bottom side of the image buffer where the brush will be plotted. mode: Mode of drawing. Use one of the following value: 0 : MIX 1 : ADD 2 : SUB 3 : MUL 4 : LIGHTEN 5 : DARKEN 6 : ERASE ALPHA 7 : ADD ALPHA 1000 : COPY RGBA (default) 1001 : COPY RGB 1002 : COPY ALPHA Modes 0 to 7 are 'blend' modes: the brush pixels are combined with the image pixel in various ways. Refer to Blender documentation to learn more about these modes.
2009-12-08BGE: add hitUV property to mouse focus sensor to return UV coordinates under ↵Benoit Bolsee
mouse pointer. Useful for texture painting. More details in PyDoc.
2009-12-08BGE: fix bug in mouse button release detectionBenoit Bolsee
2009-12-05BGE fix for GameLogic["post_draw"] not working with 2DFiltersDalai Felinto
(reported by Mike Pan(mpan3), it's not in the tracker)
2009-12-04BGE: Add option to return UV coordinates aofthe hit point to ↵Benoit Bolsee
KX_GameObject::rayCast(). Details in PyDoc.
2009-11-28BGE: ray casting works on soft body, the hit polygon is also returned. The ↵Benoit Bolsee
modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
2009-11-28BPlayer fix (we were still using old scene.r instead of scene.gm here) and ↵Dalai Felinto
more stubs update from Mitchell Stokes (Moguri) (+ a fix in a logic_window.c comment)
2009-11-26BGE: allow using dynamic loaded mesh in replaceMesh for soft body. This is a ↵Benoit Bolsee
quick fix, it doesn't work yet on skinned mesh.
2009-11-26small change to BGE callbacks, only allocate empty args once in the callback ↵Campbell Barton
loop.
2009-11-25Add guardealloc for RAS_MeshObject.cpp (and clean whitespace).Guillermo S. Romero
2009-11-25BGE: replace mesh works for Soft Body (including reinstantiation of physics ↵Benoit Bolsee
soft body mesh). Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
2009-11-23epydocs for bge pre/post render callbacksCampbell Barton
2009-11-22missing decref from patch #19258Campbell Barton
2009-11-22[#19258] [patch] Adding drawing capabilities to BGE PythonCampbell Barton
patch from Mitchell Stokes (moguri) simple use case scene.post_draw = [pyOpenGLFunc] this only needs to be set once, then the funcion runs each redraw. note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data. made some changes to this patch. - assigning a list didnt decrement the existing list. - initialize as NULL rather then a blank list - dont use string comparisons for the callbacks, pass the python list to use instead. - dont check the list items are callable. python will display an error if they are not. - use python list macros that dont do any type checking sine blender does this when assigning the list ---- from tracker, edited since an updated patch changes some things. Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE). Each can take a list of functions. Here is an example that draws a blue semi-transparent
2009-11-22MSVC 9 projectfilesAndrea Weikert
* Added GLEW_STATIC where necessary to make Blender compile again * First attempt at compiling blenderplayer again - compiles, but doesn't link yet * removed deprecated SND_ functions from blenderplayer
2009-11-22BGE: Removing OB prefix from object names - This will break scripts !!!! ↵Dalai Felinto
(also removing AC and ME :: internal changes only) How it works now: whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts) How it was before: It was a mess :) We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators). Justification for the change: Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that. Remaining issues: 1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming) 2) I didn't see the code of dynamic mesh. It may need to be edited as well.
2009-11-21patch [#19796] GLEW update by Mitchell Stokes (Moguri)Dalai Felinto
GLEW update to version 1.5.1 [11-03-08] this opens room for Geometry Shader support. * - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
2009-11-21patch from Dave Plater which fixes some problems building the BGE with cmakeCampbell Barton
2009-11-20option to have scripts run on startup for per blendfile UI'sCampbell Barton
2009-11-18rename pose_channels to bonesCampbell Barton
was: object.pose.pose_channels["Bone"] now: object.pose.bones["Bone"]
2009-11-16bge: fix for "dome mode not working with Letterboxing".Dalai Felinto
This bug was introduced after commit # 24102 (BGE: when letterbox is enabled use the camera framing as a clipping area) reported in IRC by Pete Carss (domejunky) *) an extra stub fix for recent commit. By the way: we want to have blenderplayer running in blender 2.5 beta0. Therefore if you are doing big changes in the last minutes (Friday, Saturday??) It would help a lot if you could enable blenderplayer in your builds. links problems are really easy to fix) **) an typo I spotted in recent mesh dynamic load in bge.
2009-11-16Add include path to find BLO_readfile.h.Guillermo S. Romero
2009-11-16BGE: dynamic loading patch commited. API and demo files available here: ↵Benoit Bolsee
https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127
2009-11-16bpplayer compiling fixes: ([#19890] Getting the Blenderplayer to build again ↵Dalai Felinto
by Mitchel Stokes (moguri) and some changes form mine) 1) SetDisplayArea was created in Blender but we forgot to set it in the player 2) Fix some SCons incs (using lists instead of strings) 3) added more nasty stubs calls (this file is getting big) * typo fix from last commit **) it's raining with bolts here and I have to turn the internet off. I couldnt hard test this commit but it looks like working. sorry if sometihng go wrong
2009-11-15[#19896] [bugfix] Fixing converting of rotation f-curvesCampbell Barton
from Mitchell Stokes (moguri) --- from the patch With f-curves there are 3 rotation modes, rotation_euler, rotation_axis_angle, and rotation_quaternion. The IPO converter was still simply looking for "rotation" f-curves instead of specific ones. This patch fixes that and also fixes bug #19873 ( http://projects.blender.org/tracker/index.php?func=detail&aid=19873&group_id=9&atid=306 ).
2009-11-11Mitchell Stokes BGE MouseWarp patch + warning fixCampbell Barton
[#19854] [bugfix] Fix for broken Rasterizer mouse functions --- This patch fixes the embedded player's ability to control the mouse. For example, hiding and unhiding the mouse cursor did not work in 2.5, nor could the mouse's position be controlled. This was because these parts still needed to be ported to 2.5 window manager code.
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-11-10Math LibBrecht Van Lommel
* Pre-conversion commit removing old arithb.c code, this will not compile, next commit fixes that.
2009-11-10fix for own error in active bone commit, wasnt checking object type was an ↵Campbell Barton
armature also fix for warning with printf
2009-11-10use armature active bone as a pointer rather then a flag for each bone that ↵Campbell Barton
needs looking up. - rna vars arm.bones.active & rna.edit_bones.active - needed special undo support. - readfile.c loads. - duplicate and copy_armature support. - keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing. Note: it may be better to allow active/unselected as with objects.
2009-11-02how embarrassing!Campbell Barton
2009-10-30BGE patch #19751: Add game actuator like methods to GameLogic.Benoit Bolsee