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2014-02-24Partial fix for T3817: BGE crashing when using LibNew.Mitchell Stokes
The BGE needs to use BKE_main_new() isntead of calloc for allocating a Main struct since the threaded depsgraph changes.
2014-02-23Fix T38645 - Mouse reversed in standalone player with kdebrita
Reviewers: moguri Differential Revision: https://developer.blender.org/D344
2014-02-22Fix T38539: Can't set near sensor distance above 100 via pythonCampbell Barton
2014-02-18Fix T38654: Using a non-camera object for the SetCamera Scene Actuator ↵Mitchell Stokes
causes a segfault. Non-camera objects are not supported as cameras, and trying to use them just causes memory errors (some bad typecasts are involved). When converting a Scene Actuator, only use the object as a camera if it is actually a camera. Also, the logic brick UI now filters for camera objects, which should help avoid confusion.
2014-02-15Fix T37964: KX_GameObject missing NULL checks for m_physicsController.Mitchell Stokes
KX_GameObject::PySuspendDynamics() and KX_GameObjectPyRestoreDynamics() now make sure GetPhysicsController() is non NULL before attempting to use it.
2014-02-14Code cleanup: duplicate headersCampbell Barton
2014-02-12Revert own previous commit rBe2f9afbaabbd.IRIE Shinsuke
The "Cast Shadows" worked as expected, but it can cause problem in some cases. For example, when using strand render, we need disabling only buffer shadows, but the previous changes made that impossible. "Cast Shadows" should be added as a newly created option.
2014-02-11Fix T38553: Crash load new level; array modifier using curve lengthSergey Sharybin
Since threaded object update we've disabled in-place curve evaluation (in cases when applying curve modifier with target curve non-evaluated yet). This requires game engine to take care of DAG and object evaluation (currently it's designed to export only objects it able to render). This workaround will make sure that curve_cache for curves is up-to-date.
2014-02-11Blender Internal: Modify material property "Cast Buffer Shadows" to affect ↵IRIE Shinsuke
ray shadows also, and rename it to "Cast Shadows". This allows us to make materials that don't cast ray shadows. Turning off this property can reduce the rendering time slightly. Note: RNA path is changed to "use_cast_shadows" as well. The older path "use_cast_buffer_shadows" still can be used as its alias, but it will be removed after updating some addons. Reviewed By: brecht Differential Revision: https://developer.blender.org/D272
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-05BGE: Fixing memory corruption/double free when duplicating (e.g., addObject) ↵Mitchell Stokes
LibLoaded lights.
2014-02-04Blenderplayer: Fixing a memory leak.Mitchell Stokes
IMB_moviecache_destruct() was not being called.
2014-02-04Code cleanup: declarations for removed functionsCampbell Barton
2014-02-03Fix T38455: Blenderplayer is not workingSergey Sharybin
Was a regression since avg_frame_rate changes. Didn't find reliable way to get stream duration which will work with both FFmpeg and Libav so added some freaking black magic to distinguish one from another.
2014-02-03BGE: correct for last commitCampbell Barton
2014-02-03Code cleanup: white space and cmake was broken on all platformsCampbell Barton
2014-02-02Code cleanup: suffix vars to make obvious they are squaredCampbell Barton
2014-01-28libavformat API usage: use avformat_close_input() instead of ↵Anton Khirnov
av_close_input_file()
2014-01-28Fix T37673: Ray casting could fail with 0 collision marginsSergej Reich
Use bullet's old method of doing ray casts to stay compatible with old files. It's faster but a bit less accurate.
2014-01-24Fix compilation error caused by 67f1fd2Sergey Sharybin
Did one tried building blender before commit even?
2014-01-24game engine: implement hitMaterial for collision and ray sensorsDalai Felinto
Reviewed By: moguri, kupoman Differential Revision: https://developer.blender.org/D167
2014-01-23Fix T38110: GameEngine keyboard sensor ignores unicode charactersCampbell Barton
2014-01-22Revert "Fix T37920: BGE LibLoad failed for meshes with no materials"Campbell Barton
This reverts commit 6a473305af22468abfc4c4f8f3002dc0a97fffd7. Caused T38296, need to investigate this further but for now better not leave blender in unstable state.
2014-01-15Python/Depsgraph: bpy.data.*.is_updated now detects add/remove of any datablock.Tom Edwards
Previously this only worked for some datablocks relevant to rendering, now it can be used to detect if any type of datablock was added or removed (but not yet to detect if it was modified, we need many more depsgraph tags for that). Most of the changes are some function parameter changes, the important parts are the DAG_id_type_tag calls. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D195
2014-01-14fix #T37892 BL_ArmatureConstraint.active returns wrong valueDalai Felinto
patch (with changes from me) by Séverin Lemaignan (skadge)
2014-01-13Code Cleanup: spellingCampbell Barton
2014-01-11Code Cleanup: move MOUSEX/Y to BGE, describe INBETWEEN_MOUSEMOVECampbell Barton
2014-01-02Add new BGE Stereo mode: 3DTV top-bottom.Benoit Bolsee
This mode is designed for passive 3D TV: the viewport is split horizontally - left eye above, right eye below - but the original camera viewport is squashed in each half (with half the vertical resolution). This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
2013-12-30Fix T37920: BGE LibLoad failed for meshes with no materialsCampbell Barton
2013-12-30Main API: refactor naming, use BKE_main_ prefix and add main arg.Campbell Barton
2013-12-30Fix for crash with game engines LibLoad featureCampbell Barton
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26correction to last commitCampbell Barton
2013-12-26BGE: Add missing NULL check from recent LOD updatesCampbell Barton
2013-12-26Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derivedCampbell Barton
2013-12-23Style cleanup: BGEHG1
2013-12-22Fix T37898: blenderplayer painfully slow in recent buildsSergey Sharybin
Issue was caused by recent image cache rewrite and root of the issue goes to the fact that blender player doesn't initialize cache limiter and it uses 32meg of memory only. This leads to infinite image loading/freeing. For now disabled cache limiter in game engine, this brings back old behavior. In theory we might be smarter here, but better caching policy is to be discussed.
2013-12-22Style Cleanup: remove preprocessor indentation (updated wiki style guide too)Campbell Barton
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-09Game Engine: Option to record static objects animationJames Yonan
2013-12-03Cleanup: Internal degrees removal.Bastien Montagne
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-11-30Fix T36804: the property sensor when set to interval was causing a memory leakMitchell Stokes
The property sensor was using CValue::FindIdentifier(), which does an AddRef(). However, the property sensor was not calling Release() when it was done with the value. This could cause more leaks when used in conjunction with the copy property actuator since it would really throw off ref counts.
2013-11-30Fix T37566: KX_GameObject.resumeDynamics() was not properly restoring ↵Mitchell Stokes
collision groups and masks.
2013-11-27Fix T37636: double added pyattr_get_lightsHG1
2013-11-24Code Cleanup: whitespace / formattingCampbell Barton
2013-11-22Code Cleanup: warningsCampbell Barton
2013-11-19Fix: Game Engine regression drawing text from recent cleanupCampbell Barton
2013-11-19Fix T37171: Camera parented to a bone doesn't move with the bone, unless ↵Mitchell Stokes
another object is parented too Armatures used to check if any of their meshes were culled to see if they needed to be updated. However, this meant armatures with no meshes would never update, since non-mesh objects are always considered culled. Instead, if a non-culled child was not found, we now check to see if the armature contained only non-mesh objects. If this is the case, always update the armature. If this becomes a problem, we can look into being able to cull non-mesh objects.
2013-11-18Fix T37040: Removing vehicles in BGE causes a crashMitchell Stokes
The vehicle constraint is now properly removed if bge.constraints.removeConstraint() is used or the object is deleted. This also fixes a memory leak with the vehicle wrapper.
2013-11-18Fix T37488: Crash with --debug reading userpref.blendSergey Sharybin
Issue was in fact caused by wrong DNA storage, which apparently was considering unsigned long as just 4 bytes here. Now use uint64_t to be sure timestamp does fit into storage on all the platforms. Thanks Campbell for help looking in the issue.