Commit Graph

70 Commits

Author SHA1 Message Date
Erwin Coumans
e61189b3c8 accidently replaced initGamePlayerPythonScripting with initGamePythonScripting, causing the gameplayer to crash on all platforms (lack of PyInitialize()... 2006-07-19 05:12:59 +00:00
Erwin Coumans
6b90f20e87 some minor webplugin changes, new loading .blend, upgraded version to 2.42, enabled PhysicsConstraints module within sandbox. 2006-07-06 07:58:07 +00:00
Stephen Swaney
f747fa3a7f patch from Ralf Hölzemer (cheleb) for
#4499 Fix for build of blenderplayer on windows/mingw/scons

fixes some invalid cflags for gcc on windows/mingw/scons
-if sys.platform=='win32':
+if (sys.platform=='win32') & ( Environment().subst('$CC') != 'gcc'):
     cflags = ['/GR']

Patch looks ok but no mingw evironment here to test.
So mingw/sconsers to your testing stations.
We can always roll back!
2006-06-27 15:54:37 +00:00
Erwin Coumans
6d3afda093 added fixed_framerate command line option 2006-05-19 22:55:12 +00:00
Erwin Coumans
50a1d9fc8b Text patch for game player, from Charlie: TFace from KX_PolygonMaterial, as opposed to KX_BlenderMaterial 2006-05-13 00:08:14 +00:00
Erwin Coumans
36f498aae0 made some gfx debug code win32 specific 2006-04-03 01:28:43 +00:00
Erwin Coumans
6839ec6640 applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements. 2006-04-02 21:04:20 +00:00
Erwin Coumans
6c325d74f5 gameplayer will use blender materials automatically 2006-02-13 03:37:00 +00:00
Nathan Letwory
ef1b7a5735 ==SCons==
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
  only, but was only linking issue, so should work on other platforms too).

  NOTE: I noticed some compileflags for GE specific libs that were left out -
  I re-enabled them in the SConscripts, but I'm going to do a test build my-
  self now, so if there are problems with them on win32, I probably already
  know about them :)
2006-02-07 21:24:36 +00:00
Nathan Letwory
3bb82a27fc == SCons ==
* This commit is all of the rewrite work done on the SCons system. For
  documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
  Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
  contains valuable information, along with what still needs to be done.

    - linux, os x and windows compile now.
    - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
        - NOTE: Jean-Luc P will commit sometime during the weekend proper
          appit() for OS X. For now, copy the resulting binary to an
          existing .app bundle.
    - features:
        - cleaner structure for better maintenance
        - cleaner output during compile
        - better handling of build options
        - general overall speed increase
        - see the wiki for more info

  Cygwin, FreeBSD and Solaris systems still need work. For these systems:
    1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
    2) set the proper defaults for your platform
    3) mail me at jesterking at letwory dot net with you configuration. if
       you need any modifications to the system, do send a patch, too.

  I'll be giving first-aid today and tomorrow, after that it'll be all
  regular development work :)

  /Nathan
2006-02-04 14:15:10 +00:00
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00
Erwin Coumans
056a33ac69 new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.

(perhaps some better UI in the future?)
2005-08-23 13:16:02 +00:00
Erwin Coumans
411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Kent Mein
ecf6de151c This commit reverses the OpenEXR specific stuff in the OpenEXR commit I
did last friday.  A patch will be available in the patches tracker
that will have the current stuff there until everything is working.

Kent
2005-03-14 14:56:40 +00:00
Kent Mein
a1919e6db4 Gernot Ziegler's patch to add OpenEXR support to blender.
To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.

For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.

For other platform managers  The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.

Kent
2005-03-11 20:16:14 +00:00
Kent Mein
d32f4a2851 Jacques patch to get things compiling on windows.
basically it returns NULL for two functions that had their entire body
commented out.

Kent
2005-01-19 12:53:47 +00:00
Kent Mein
f13bff1588 The non scons specific stuff for bug tracker bug #2131
Basically removed #include <iostream.h>
from some files that didn't need it (and I'm assuming it caused problems)

I'll leave the scons stuff for someone else to look at since I don't really
use it.

Kent
2005-01-18 14:17:44 +00:00
Kester Maddock
3b91ea4309 Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
Make game engine materials use Zoffs in Materials.
Added Python material hooks.
2005-01-16 06:02:06 +00:00
Kester Maddock
8b9de908bb .scr patch (from Raymond Penners)
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost

- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).

- The screen saving functionality does not affect the executable when
it is NOT named .scr

- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html

- It has been currently been tested to work Windows XP
2004-12-01 08:35:38 +00:00
Ton Roosendaal
6ea962923a GamePlayer seems to be forced to quit pressing "end key".
The code to check for it was very weak... causing apple key to quit it too.
2004-11-10 15:04:13 +00:00
Jean-Luc Peurière
8daff51e0f skip process serial number argument on os X
needed when starting player via drag & drop
2004-11-07 22:21:47 +00:00
Chris Want
8c0b126bc2 Related to gameplayer png bug: cygwin needs to find the zlib library
too. (Thanks Richie)
2004-10-28 17:29:03 +00:00
Ton Roosendaal
ae76eaf9cb Fix in Makefile for added png library 2004-10-26 21:33:47 +00:00
Kent Mein
06cb471269 Fix so it compiles on my machine....
Changed:
        row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
        row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];

Thanks emil....

Kent
2004-10-26 13:04:27 +00:00
Nathan Letwory
85c889108d add necessary include paths for scons needed after fix for screenshot. NOTE: GPC_Canvas.cpp doesn't compile with msvc7 currently! 2004-10-25 15:52:54 +00:00
Kester Maddock
657eff7ed7 Port stereo stuff from tuhopuu2: anaglyph, vinterlace 2004-10-24 11:03:18 +00:00
Kester Maddock
6424bf6eb0 Fix makeScreenshot for blenderplayer 2004-10-24 10:42:31 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Kent Mein
0f5eae2c64 added -h to the commandline args to print usage.
Kent
2004-10-15 12:46:57 +00:00
Kester Maddock
47c5b8ff26 Fix blenderplayer command line option parsing.
Fix stereo rendering in vertex array mode.  Added sidebyside & anaglyph stereo modes.
2004-08-10 11:34:12 +00:00
Kester Maddock
baa2f99f07 Port Python updates from Tuhopuu2:
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
2004-07-17 05:28:23 +00:00
Kester Maddock
d5585a3589 Added the runtime fullscreen options. 2004-07-17 00:48:59 +00:00
Kester Maddock
4c53f38756 Minor Fixes:
Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-26 09:15:41 +00:00
Kester Maddock
38de9559bc Fix for reflection mapping unlit faces: normals were not being sent, hence reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-23 01:12:11 +00:00
Kester Maddock
b468bf726c Lighting updates:
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-07 11:01:31 +00:00
Kester Maddock
4b544c75c0 blenderplayer target for SCons.
Would someone on MacOSX please check the bundle creation.
2004-06-04 12:58:46 +00:00
Kester Maddock
8253d3e041 Python fixes:
Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python

Correct transform of frustum bound sphere centre point to world coordinates
2004-05-26 12:09:17 +00:00
Kester Maddock
e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00
Kester Maddock
1217928e66 Fixes for Camera objects and python:
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
2004-05-21 09:18:42 +00:00
Kester Maddock
22883f9232 Query GL for max number of lights to use. 2004-05-21 08:56:05 +00:00
Kester Maddock
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
Kester Maddock
08c14c7ca0 Mouse Wheel Support for the Game Engine.
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
2004-05-02 23:45:03 +00:00
Hans Lambermont
dcb83e27a2 - use SDL sound on FreeBSD too.
- add solid include path to unix common makefile ... this is not FreeBSD
  specific, so I'm a bit confused as this wasn't corrected before.
2004-04-30 17:50:48 +00:00
Kester Maddock
d7e6a3dd47 Fix blenderplayer unable to load .blend files (only runtimes!) 2004-04-29 10:51:02 +00:00
Kester Maddock
63048b6cf4 Synchronise game engine with Tuhopuu2 tree. 2004-04-24 06:40:15 +00:00
Kester Maddock
3a2194a534 Remove ability to open a published executable from Blender. 2004-04-24 06:29:51 +00:00
Kester Maddock
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
Kester Maddock
30c8bc33ef Fix SConscript for GamePlayer. 2004-04-08 12:10:09 +00:00