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2016-04-11BGE: Fix T48071: Global logic managerPorteries Tristan
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
2016-03-23Fix T47893: BGE crashes w/ generated mesh dataCampbell Barton
2016-03-13More compile fixes - Game EngineJoshua Leung
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
2016-03-11BGE: Fix memory leak in VBO codeMitchell Stokes
2016-03-11BGE: Fix animations when using VBOsMitchell Stokes
2016-03-01UPBGE: Fix light visibilityUlysse Martin
2016-03-01UPBGE: Disallow shadow buffer render when the lamp is hidden.Porteries Tristan
It now allow the user to use multiple shadow lamps and hidden the culled lamps.
2016-02-26Fix T47015: BGE, objects vanish aligning to vectorCampbell Barton
1811 by @mangostaniko Fixes regression since moving to floats.
2016-02-23Fix warnings reported by MSVCSergey Sharybin
Mainly it's related on a bad practice in SDL to force-define __SSE__ and __SSE2__ flags which generates quite some warnings and causes too much noise. There are some other warnings fixed. Should be no functional changes. NeXyon, please check the changes in audaspace :)
2016-02-20Make Blender ready for C++11Sergey Sharybin
Did a full compile of debug build with C++11 enabled, it all passed compilation apart from some deprecated type used in GE's Video Texture. Solved it inside of ifdef block now. In the future we should uncomment the MSVC part of it, it should all be safe and correct (MSVC2013 does not define new C++ version but supports C++11). The reason it is commented is to have absolutely no effect on the upcoming release.
2016-02-18BGE: Allow access to original texture openGL Bind code/Id/NumberUlysse Martin
This patch adds a python method to get openGL bind code of material's texture according to the texture slot. Example: import bge cont = bge.logic.getCurrentController() own = cont.owner bindId = own.meshes[0].materials[0].getTextureBindcode(0) Test file: http://www.pasteall.org/blend/40679 This can be used to play with texture in openGL, for example, remove mipmap on the texture or play with all wrapping or filtering options. And this can be used to learn openGL with Blender. Reviewers: TwisterGE, kupoman, moguri, panzergame Reviewed By: TwisterGE, kupoman, moguri, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1804
2016-02-16Make game engine ready for FFmpeg-3.0 as wellSergey Sharybin
2016-02-15Cleanup: reorganize BKE ID tagging functions.Bastien Montagne
BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those into flags (for presistent one) and tags (for runtime ones). Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_' functions affect flags.
2016-01-28cleanup: spelling, comments, alignmentMike Erwin
fixed pet peeve “frustrum” and other non-functional changes.
2016-01-27World textures displaying for viewport in BI.Alexander Romanov
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport. It supports: - "View", "AngMap" and "Equirectangular" types of mapping. - Different types of texture blending (according to BI world render). - Same color blending as when it lacked textures (but render via glsl). {F207734} {F207735} Example: {F275180} Original author: @valentin_b4w Regards, Alexander (Blend4Web Team). Reviewers: sergey, valentin_b4w, brecht, merwin Reviewed By: merwin Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin Projects: #rendering, #opengl_gfx, #bf_blender:_next Differential Revision: https://developer.blender.org/D1414
2016-01-25Fix T46902: Revert zeroing velocity in BGE logic brickSybren A. Stüvel
This reverts commit 3dbc123061aa063efd1fca358f5e295b0ce7b302, "BGE: allow setting velocity to zero in a motion actuator" as it caused more issues than it solved. Zeroing linear or angular velocity with logic bricks is discussed further in https://developer.blender.org/D1545
2016-01-23Vector Transform node support for GLSL mode and the internal rendererAlexander Romanov
The Vector Transform node is a useful node which is present in the Cycles renderer. {F144283} This patch implements the Vector Transform node for GLSL mode and the internal renderer. Example: {F273060} Alexander (Blend4Web Team) Reviewers: brecht, campbellbarton, sergey Reviewed By: campbellbarton, sergey Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov Projects: #bf_blender:_next Differential Revision: https://developer.blender.org/D909
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