Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2013-02-05And one more "G.main" compile fix, this time for BGE ;)Bastien Montagne
2013-02-04style cleanup: spaces -> tabsCampbell Barton
2013-02-04style cleanupCampbell Barton
2013-02-02style cleanup: comment formatCampbell Barton
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-28BGE Profile : visual feedback bars and improvementsDalai Felinto
You can see a screenshot of the funcionality here: http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile This patch creates a bar-like graph to quickly allow the game dev to see the performance changes. Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to match the blenderplayer one. Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-27BGE bugfix: Material initial object color working in the gameDalai Felinto
The object color option in the materials always worked, however the initial color of the object was never passed to the game. We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)). There reason to not always set the object color is probably due to performance (the m_bUseObjectColor flag in KX_GameObject). This patch still respect that. Bug report from Mike Pan, as part of our book nitty-gritties review work. Bugfix during Vancouver Global Game Jam :)
2013-01-23make bullet optional againCampbell Barton
2013-01-16style cleanupCampbell Barton
2013-01-13bge track-to actuator: reverse the order of the cross product rather then ↵Campbell Barton
negating.
2013-01-13BGE: Fix from HG1 for bug [#32831] "TrackTo aktuator +X direction not ↵Mitchell Stokes
working correct" reported by HG1. Looks like a vector needed to be inverted for the +X calculation.
2013-01-13BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do ↵Mitchell Stokes
not work in the viewport nor do they work for Variance shadow maps.
2013-01-12patch from Harley Acheson to remove multiple inline defines.Campbell Barton
2013-01-12minor cleanup to debug drawing code in the BGE, dont convert strings to ↵Campbell Barton
STR_String, only to get them back as regular strings.
2013-01-12quiet compiler warning with string formatting in CParser::TermCampbell Barton
2013-01-12Patch #33837: ffmpeg1.1 and libav9.1 compatibility updateSergey Sharybin
Patch makes it possible to compile blender with recent ffmpeg and libav libraries, mainly by getting rid of deprecated API. Original patch by Campbell Barton with own modifications to support compilation with older ffmpeg versions. This patch could break compatibility of FFV1 videos playing back in older players, mainly because of alpha support changes. Preserving compatibility with such players became a headache and think it's high time to get rid of workarounds here.
2013-01-12BGE: Fix for [#33839] "a logic.joysticks Crashes BGE" reported by Josiah ↵Mitchell Stokes
Lane (solarlune). On a scene change the SCA_JoystickManager gets destroyed which in turn means all of it's joystick instances are released. Since SCA_PythonJoystick was just using a borrowed reference, this allowed the joystick to be freed. Now the joystick's refcount is incremented so that the SCA_PythonJoystick's joystick reference will survive across scene changes.
2013-01-11code cleanup: warnings, also add check in crash handler that a ↵Campbell Barton
wmWindowManager is present.
2013-01-07BGE: Fix for [#33053] "2.6x Joystick Sensor Event: Axis fails to fire at ↵Mitchell Stokes
full tilt" reported by Auuman Anubis (auuman_anubis). The problem was that SCA_Joystick::pAxisTest() was using shorts, and tried to store abs(MIN_SHRT) in a short. However, on most systems MIN_SHRT == -32768 and MAX_SHRT == 32767. This means that abs(MIN_SHRT) > MAX_SHRT, and thus the short would overflow.
2013-01-05Remove usage of deprecated TEX_USEALPHA from GE codeSergey Sharybin
2013-01-05BGE: Fix for [#33769] "Material friction settings are ignored" reported by ↵Mitchell Stokes
Alex Fraser (z0r). As of r53332, give_current_material() won't accept a 0 index and return NULL. CreateMaterialFromBlenderObject() was using index 0 to just grab the first material. Since this now returned NULL, it would use default settings. We'll just ask for index 1 now instead.
2013-01-05BGE: The Blenderplayer wasn't calling PyEval_InitThreads, which caused async ↵Mitchell Stokes
lib loading to crash.
2013-01-04code cleanup: warningsCampbell Barton
2013-01-03add option WITH_SYSTEM_BULLET to link against the bullet installation found ↵Campbell Barton
on the system. Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream. However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
2013-01-01BGE: Fixing a crash that occurred when LibLoading a scene with a 2D Filter ↵Mitchell Stokes
Actuator. The actuator was still referencing the old scene.
2012-12-29BGE: Adding a jumpCount to KX_CharacterWrapper. This can be used to have ↵Mitchell Stokes
different logic for a single jump versus a double jump. For example, a different animation for the second jump.
2012-12-29BGE: An off-by-one error when setting up the viewport for 2D filters caused ↵Mitchell Stokes
a blurring effect when using 2D filters. This is now fixed.
2012-12-29BGE: Fix for [#33685] "2D Filters Partially Offset" reported by Josiah Lane ↵Mitchell Stokes
(solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.
2012-12-29style cleanupCampbell Barton
2012-12-26BGE: Don't set the character controller's gravity when creating the ↵Mitchell Stokes
controller. The default from Bullet works much better than what we were using.
2012-12-26BGE: Adding a maxJumps to the character controller to adjust how many jumps ↵Mitchell Stokes
a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
2012-12-25BGE: Some various tweaks to try and get async lib loading to be a bit more ↵Mitchell Stokes
stable on more complex scenes.
2012-12-25BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing ↵Mitchell Stokes
the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
2012-12-24BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When ↵Mitchell Stokes
Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune). This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24BGE: Use canvas->SetViewPort() instead of glViewport() in the 2D filter.Mitchell Stokes
2012-12-23Added support of J2K codec for Jpeg2000 writingSergey Sharybin
This codec is absolutely needed to generate DCP using OpenDCP, before that external application to convert JP2 to J2K was used which slowed down export a lot. New codec is exposed to image format settings panel and called Codec. Default one is JP2 which creates files with .jp2 extension, new one is called J2K which creates with .j2c extension. Other changes: - Fixed avi jpeg warning which was treating as error here. - Made it so extension is detecting from ImageFormatData instead of image file type, which makes it possible to have different extension for the same file type depending on it's settings. IRIS format should still be changed (depending on number of channels it'll be .bw, .rgb or .rgba extension) - Default image format settings would be set from image buffer when re-saving it. Makes it possible to easily open .j2c file and save it using J2K codec (without this change it'll save as .jp2 using JP2 codec)
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-22BGE: The PyGILState_Ensure() call in KX_Scene was causing a segfault in the ↵Mitchell Stokes
Blenderplayer even when being run in the main thread. I'm removing it for now since I don't think it will really cause a problem.
2012-12-22BGE: Committing async LibLoad from Swiss. This does the lib loading in a ↵Mitchell Stokes
separate thread to keep the BGE from freezing. Here is an example from the docs: # Print a message when an async LibLoad is done import bge def finished_cb(status): print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken)) bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-21BGE: Adding a Python interface for handling joysticks without needing logic ↵Mitchell Stokes
bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like: if bge.logic.joysticks[0]: activate_player_one() if bge.logic.joysticks[1]: activate_player_two() etc.. The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
2012-12-20style cleanupCampbell Barton
2012-12-19code cleanup: warningsCampbell Barton
2012-12-19fix for typo in r53145Campbell Barton
2012-12-19BGE: Some as of yet unmerged work I did in the Swiss branch. These changes ↵Mitchell Stokes
include: * Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18Fix #33487: game engine did not convert objects with rotation modes other thanBrecht Van Lommel
Euler XYZ correctly, was never implemented;
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-15Hi there, it has been a while, just curious if my SVN account still works :)Erwin Coumans
This commit is an attempt to improve collisions between moving Bullet rigid bodies using (concave) triangle mesh bounds. Instead of using Gimpact, this we create a btCompoundShape with child shape tetrahedra derived from the surface triangles. For each triangle, we add a fourth vertex using the centroid, shifting inwards using the triangle normal. If the centroid hits an internal triangle, we stop. The default depth could be exposed as 'advanced' setting in the user interface. This solution will be a slower than the original/gimpact solution, but a bit more reliable. In the future, it is better to add HACD, convex decomposition to Blender, for moving concave meshes. See http://kmamou.blogspot.com and the Bullet SDK's Demos/ConvexDecompositionDemo.
2012-12-11define the size of matrix args for both rows/cols.Campbell Barton
2012-12-11Fix game player still not using fast GPU mipmap generation, user preferencsBrecht Van Lommel
are not actually used here.
2012-12-05Fix #33417: add back GPU Mipmap Generation option, apparently with this disabledBrecht Van Lommel
it takes up less memory on some cards, still unclear why.