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2016-01-17BGE: Allow access to light shadow settings with pythonUlysse Martin
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows. Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1 Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1690
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2016-01-03Get rid of three needless instances of DM_DRAW_OPTION_NO_MCOL.Antony Riakiotakis
It would be good to get rid of this entirely, ideally decision about mcols can be taken at material level and not done per face. More work needs to be done for that to work though.
2015-12-30BGE: Fix invalid operator< for microsoft compiler.Porteries Tristan
It fixes the strict weak ordering assertion failure, see : https://support.microsoft.com/en-us/kb/949171. sybren and youle are the author of this commit.
2015-12-27Split id->flag in two, persistent flags and runtime tags.Bastien Montagne
This is purely internal sanitizing/cleanup, no change in behavior is expected at all. This change was also needed because we were getting short on ID flags, and future enhancement of 'user_one' ID behavior requires two new ones. id->flag remains for persistent data (fakeuser only, so far!), this also allows us 100% backward & forward compatibility. New id->tag is used for most flags. Though written in .blend files, its content is cleared at read time. Note that .blend file version was bumped, so that we can clear runtimeflags from old .blends, important in case we add new persistent flags in future. Also, behavior of tags (either status ones, or whether they need to be cleared before/after use) has been added as comments to their declaration. Reviewers: sergey, campbellbarton Differential Revision: https://developer.blender.org/D1683
2015-12-27OpenGL: stipple support added to basic GLSL shaderAlexander Romanov
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
2015-12-17Fix T46959: sys.meta_path reset on on exitCampbell Barton
2015-12-17Cleanup: quiet warningCampbell Barton
2015-12-16BGE clean up: use float version of trigonometric functionsJorge Bernal
2015-12-16BGE Ketsji clean-up: double-promotion warningsJorge Bernal
2015-12-15use float (not double) for font matrixMike Erwin
Following up on recent double --> float commits in the game engine.
2015-12-14BGE Physics clean up: double-promotion warningsJorge Bernal
2015-12-14BGE Scenegraph clean up: double-promotion warningsJorge Bernal
2015-12-13BGE Rasterizer clean up: double-promotion warningsJorge Bernal
2015-12-13BGE: Use float as default instead of double in Moto library.Porteries Tristan
Use float in moto instead of double for MT_Scalar. This switch allow future optimization like SSE. Additionally, it changes the OpenGL calls to float versions as they are very bad with doubles. Reviewers: campbellbarton, moguri, lordloki Reviewed By: lordloki Subscribers: brecht, lordloki Differential Revision: https://developer.blender.org/D1610
2015-12-12BGE: Improve clock managementArnaud Degroote
This patch improves clock management in BGE, to be able to accelerate / slow the time, and also to finely synchronize clock with external engines. Several new python functions have been added and existence ones have been improved for that purpose. Now we have: - getClockTime(): Get the current BGE render time, in seconds. The BGE render time is the simulation time corresponding to the next scene that will be rendered. - getFrameTime(): Get the current BGE frame time, in seconds. The BGE frame time is the simulation time corresponding to the current call of the logic system. Generally speaking, it is what the user is interested in. - getRealTime(): Get the number of real (system-clock) seconds elapsed since the beginning of the simulation. - getTimeScale(): Get the time multiplier between real-time and simulation time. The default value is 1.0. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. - setTimeScale(time_scale): Set the time multiplier between real-time and simulation time. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. Note that a too large value may lead to some physics instabilities. - getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely or on an external clock. The default is to use the inner BGE clock. - setUseExternalClock(use_external_clock): Set if the BGE use the inner BGE clock, or rely or on an external clock. If the user selects the use of an external clock, he should call regularly the setClockTime method. - setClockTime(new_time): Set the next value of the simulation clock. It is preferable to use this method from a custom main function in python, as calling it in the logic block can easily lead to a blocked system (if the time does not advance enough to run at least the next logic step). Rationale are described more precisely in the thread http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html. See also T37640 Reviewers: sybren, panzergame, #game_engine, lordloki, moguri Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki Projects: #game_engine Maniphest Tasks: T37640 Differential Revision: https://developer.blender.org/D728
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-12-08OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not ↵Brecht Van Lommel
need it.
2015-12-08BGE code cleanup: Removing RAS_GLExtensionManager.Mitchell Stokes
This class did nothing but print out extensions if they were found. Instead, the code from bge.logic.PrintGLInfo() is now printed as the Rasterizer is initialized. This gives better information, and it removes some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls the Rasterizer to print the information). Differential Revision: https://developer.blender.org/D438
2015-12-08OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)Mitchell Stokes
The only use we had for RAS_StorageIM was to render derived meshes using Blender's mesh drawing. This is now handled as a special case in RAS_OpenGLRasterizer instead of in RAS_StorageIM. We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment vertex arrays are still the default since our vertex array with display lists implementation is still much faster than our VBO code in a lot of cases. As we improve our VBO code, we can drop vertex arrays since Blender's minimum OpenGL version is being bumped up to 2.1, which supports VBOs.
2015-12-08BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()Mitchell Stokes
The work that was being done in IndexPrimitiveMulti() is now done by IndexPrimitive() and we always assume multitexture support.
2015-11-28Fix a regression introduced by https://developer.blender.org/D1396 on video ↵Ulysse Martin
playing Fix a regression introduced by https://developer.blender.org/D1396 on video playing Look at @mariomey example file. Reviewers: panzergame Subscribers: mariomey Projects: #game_engine Differential Revision: https://developer.blender.org/D1623
2015-11-26BGE: Fix ray cast with unfound property.Porteries Tristan
To return a valid ray cast result the object must not be NULL and KX_RayCast::RayTest must return true.
2015-11-26Fix T46870: bge globalDict kept between sessionsCampbell Barton
2015-11-24BGE: Save screenshots in a different threadSybren A. Stüvel
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O. As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS. Reviewers: lordloki, moguri, panzergame Reviewed By: moguri, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1507
2015-11-22Error out on Windows if driver does not support OpenGL 2.1 with an errorAntony Riakiotakis
messagebox.
2015-11-22Remove vertex array support from GPUBuffers. Remove USER_DISABLE_VBO. AllAntony Riakiotakis
GPUBuffer rendering is now done using vertex buffers. Vertex arrays are completely removed from GL 3.2 core profile, so we'll have to do this change at some point anyway. This commit, though big, is not modifying blender in any way. Use should be exactly as if the vetex buffer option is constantly on.
2015-11-12Cleanup: unused definesCampbell Barton
2015-11-10BGE: allow setting velocity to zero in a motion actuator.Sybren A. Stüvel
The motion actuator goes out of its way to prevent setting zero velocities, which should actually be supported. This patch just works around it as a first test. We should investigate whether the flags `m_bitLocalFlag.ZeroLinearVelocity` and `m_bitLocalFlag.ZeroAngularVelocity` are actually needed/desired at all. One of the issues that's already visible with this simple change, is that objects aren't actually frozen but still move a little bit; see test with {F241908}. Reviewers: lordloki, hg1, moguri, panzergame Reviewed By: lordloki, panzergame Differential Revision: https://developer.blender.org/D1545
2015-11-09Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.Bastien Montagne
We have callbacks for that, they also do some checks and help ensure things are done correctly. Only place where this is assumed not true is blenloader (since here we may affect refcount of library IDs as well...).
2015-11-05BGE: Cleanup occlusion buffer in CcdPhysicsEnvironment.cppPorteries Tristan
This patch cleanup spaces/braces and newlines. Reviewers: moguri, kupoman Reviewed By: moguri, kupoman Subscribers: kupoman Differential Revision: https://developer.blender.org/D1607
2015-11-03BGE: Remove KX_IPOActuator.Porteries Tristan
KX_IPOActuator is not used since 2.4. This patch removes: - KX_IPOActuator.h/cpp; - Python doc; - Write of IPO actuator in write.c; - Allocation of IPOactuator in sca.c; - Conversion in KX_ConvertActuators.cpp; - Initialization of the python proxy in KX_PythonInitTypes.cpp; - Other minor remove in logic_windows.c and in KX_PythonInit.cpp. Reviewers: sybren, campbellbarton Reviewed By: campbellbarton Subscribers: moguri Differential Revision: https://developer.blender.org/D1603
2015-10-30BGE: Fix SetMass function affecting own object gravity.Jorge Bernal
Each time we setted the mass the own object gravity was divided by its old mass (i.e you could convert you car in a flying DeLorean with a simple mass car modification). A note will be included in release notes due to retro compability issues.
2015-10-29BGE: Fix T38986: Start object position not initialized in IPO.Porteries Tristan
The start position must be initialized at the first call of KX_IpoSGController::Update when m_ipo_start_initialized is to false, not when also the frame time is not 0.
2015-10-29BGE: Cleanup KX_IPO_SGCOntroller.Porteries Tristan
- Add spaces around operators. - Replace !(a == b) by a != b - Add "f" at end of float value. - Remove extras lines in fonctions declaration. - Remove indentation to align attributes definition.
2015-10-29BGE: Fix T46338 replace mesh from an other scene.Porteries Tristan
To make consistent with KX_GameObject.replaceMesh, we don't allow this behavior but print an error message for the replace mesh actuator. e.g : Warning: object "Cube" from ReplaceMesh actuator "Edit Object" uses a mesh not owned by an object in scene "scene1" Reviewers: youle.
2015-10-29BGE: Fix T35188: Duplicate an instance of group.Porteries Tristan
This behavior caused a double free. Before when we duplicated an instance of a group the new instance keep the pointer of the group but was not added in the group instance list (normal). And during the object deletion we tried to remove the object in the instance list but anyways if it failed decrement the reference count. Set the group and the instance list to NULL in ProcessReplica avoid these kind of problems.
2015-10-28BGE: Fix T45945: Action bouncing.Porteries Tristan
Bug introduced in 583fa7d1e, KX_GameObject.setActionFrame can make BL_Action::m_starttime negative. But in BL_Action::Update m_starttime is set to the current time if it's negative. To fix it we use a boolean BL_Action::m_initializedTime to know if we should initialize the time in BL_Action::Update, it's more stable than comparing times. Tested with bug task T45945 and T32054, with an extra patch about to fix suspend resume scene issues with actions : D1569
2015-10-27BGE: Fix T43218: Text of framerate and profile glitch in Multitexture shadingUlysse Martin
Fix T43218: Text of framerate and profile glitch in Multitexture shading Reviewers: lordloki, panzergame Reviewed By: panzergame Subscribers: medved Projects: #game_engine Maniphest Tasks: T43218 Differential Revision: https://developer.blender.org/D1536
2015-10-27BGE: Fix T31357: wrong zoom when sets camera.Porteries Tristan
This patch makes independant the override camera zoom and the default camera object zoom. The override zoom is 2.0f and the camera object zoom is computed with the RegionView3D camera zoom. These features are only used for the embedded BGE, so there's no compatibility issues with the blenderplayer. I let the override zoom with a setter to allow later to create an override camera in blenderplayer easily. Tested with the 3 framing modes in embedded and standalone.
2015-10-26BGE: generic python callback list + replace KX_PythonSeq.Porteries Tristan
I made this patch to declared a python list without converting all elements in python object (too slow) or use a CListValue which required CValue items (too expensive in memory). In the case of a big list of points like a collision contacts points list, to use a CListValue we must implement a new class based on CValue for 3D vector to create a python proxy even if mathutils do it perfectly, we must also convert all points (frequently ~100 points) when fill the CListValue even if the list is not used (in the case of the collision callback). The easy way is to use callback (it doesn't worth to do an inheritance) which convert the item in PyObject only during an acces. 5 callbacks are used : - Check if the list is valid = allow acces (like PyObjectPlus.invalid) - Get the list size - Get an item in the list by index. - Get an item name in the list by index (used for operator `list["name"]`) - Set an item in the list at the index position. All of these callback take as first argument the client instance. Why do we use a void * for the client instance ? : In KX_PythonInitTypes.cpp we have to initialize each python inherited class, if we use a template (the only other way) we must add this class each time we use a new type with in KX_PythonInitTypes.cpp To check if the list can be accessed from python by the user, we check if the python proxy, which is the `m_base` member, is still a valid proxy like in PyObjectPlus. But we can use a callback for more control of user access (e.g a list of collision point invalidate a frame later, in this case no real python owner). This python list is easily defined with : ``` CPythonCallBackList( void *client, // The client instance PyObject *base, // The python instance which owned this list, used to know if the list is valid (like in KX_PythonSeq) bool (*checkValid)(void *), // A callback to check if this list is till valid (optional) int (*getSize)(void *), // A callback to get size PyObject *(*getItem)(void *, int), // A callback to get an item const char *(*getItemName)(void *, int), // A callback to get an item name (optional) use for acces by string key bool (*setItem)(void *, int, PyObject *) // A callback to set an item (optional) ) ``` To show its usecase i replaced the odd KX_PythonSeq, it modify KX_Gameobject.sensors/controllers/actuators, SCA_IController.sensors/actuators and BL_ArmatureObject.constraints/channels. Example : {F245193}, See message in console, press R to erase the object and see invalid proxy error message. Reviewers: brita_, #game_python, youle, campbellbarton, moguri, agoose77, sergey Reviewed By: campbellbarton, moguri, agoose77, sergey Subscribers: sergey Projects: #game_engine Differential Revision: https://developer.blender.org/D1363
2015-10-26Cleanup: warning & whitespaceCampbell Barton
2015-10-25BGE: Cleanup: Code style BL_ShaderThomas Szepe
Reviewers: lordloki, youle, campbellbarton, sergey, kupoman, moguri, panzergame Reviewed By: panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1397
2015-10-25BGE: Fix issues with async libload.Porteries Tristan
This patch fixes: - the call of LibFree on a unfinished loaded library; - memory leak created on end of game : the async libraries are loaded but not converted, so not freed with the master scene. Reviewers: campbellbarton, sybren, youle, hg1, moguri, lordloki Reviewed By: moguri, lordloki Differential Revision: https://developer.blender.org/D1571
2015-10-23BGE: Fix T30179 action actuator not stoped when state changed.Porteries Tristan
The function SCA_IActuator::DecLink is now under virtual : in some case the actuator have to know when is useless.
2015-10-22BGE: Fix T46556: check on null sound datablock pointer.Porteries Tristan
2015-10-21BGE: Cleanup ConvertMaterial function.Porteries Tristan
- cleanup spaces; - add braces; - remove indendation around operator.
2015-10-21BGE: Fix physics meshes conversion with modifiers.Porteries Tristan
Previously meshes with modifiers were considerate as empty (no polys).
2015-10-20Cleanup: remove _POSIX_C_SOURCE undefineCampbell Barton
2015-10-19BGE: Cleanup BL_ActionPorteries Tristan
Remove initialization of m_endtime : fix compile about previous BL_Action cleanup.