Commit Graph

1766 Commits

Author SHA1 Message Date
Campbell Barton
81e584ed17 CMake: Use GCC7's -Wimplicit-fallthrough=5
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
2017-05-20 14:01:03 +10:00
Dalai Felinto
6b9ab1f7a2 Unifying access to GLEW from the Blender Game Engine
Note: This is not about functionality, but about using the same stub file
we are using in Blender for the game engine in blender2.8.
2017-05-11 16:08:03 +02:00
Alexander Romanov
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
Mike Erwin
33ef28068a BGE: remove calls to GLSL support query (it's always supported)
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.

Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
2016-10-10 01:19:10 -04:00
Bastien Montagne
1e4e140efb More fixes from coverity report. 2016-08-16 18:19:52 +02:00
Mike Erwin
fc36c2f70e simplify redundant conditionals
The redundant terms were harmless but check an expression we already
know to be true (from earlier in the same conditional).

Found by PVS-Studio T48917
2016-07-31 01:22:36 -04:00
Bastien Montagne
87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00
Campbell Barton
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
Benoit Bolsee
c0bf881ebf BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode:
    0.0 for the left eye, 0.5 for the right eye.
    In non stereo mode, the value of the uniform is fixed to 0.0.
    The typical use of this uniform is in stereo mode to sample stereo textures
    containing the left and right eye images in a top-bottom order.

    python:
      shader = obj.meshes[0].materials[mat].getShader()
      shader.setUniformEyef("eye")

    shader:
      uniform float eye;
      uniform sampler2D tex;
      void main(void)
      {
         vec4 color;
         float ty, tx;
         tx = gl_TexCoord[0].x;
         ty = eye+gl_TexCoord[0].y*0.5;
         // ty will be between 0 and 0.5 for the left eye render
         // and 0.5 and 1.0 for the right eye render.
         color = texture(tex, vec2(tx, ty));
         ...
      }
2016-06-11 22:24:18 +02:00
Benoit Bolsee
40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00
Campbell Barton
beaa57d269 Refactor BKE_blender into separate headers
- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
2016-04-25 19:27:45 +10:00
Porteries Tristan
2050ecc307 BGE: Fix T48071: Global logic manager
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
2016-04-10 23:57:43 +02:00
Porteries Tristan
266348e658 UPBGE: Disallow shadow buffer render when the lamp is hidden.
It now allow the user to use multiple shadow lamps and hidden the culled lamps.
2016-03-01 21:21:11 +01:00
Campbell Barton
d53132d200 Fix T47015: BGE, objects vanish aligning to vector
1811 by @mangostaniko

Fixes regression since moving to floats.
2016-02-26 09:16:56 +11:00
Sergey Sharybin
d3fa1bd4d5 Fix warnings reported by MSVC
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 :)
2016-02-23 09:44:54 +01:00
Ulysse Martin
608ee3e073 BGE: Allow access to original texture openGL Bind code/Id/Number
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
2016-02-18 12:05:53 +01:00
Mike Erwin
f91fe78af5 cleanup: spelling, comments, alignment
fixed pet peeve “frustrum” and other non-functional changes.
2016-01-28 01:36:12 -05:00
Alexander Romanov
771f73b6be World textures displaying for viewport in BI.
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
2016-01-27 12:06:57 +03:00
Sybren A. Stüvel
83c9109926 Fix T46902: Revert zeroing velocity in BGE logic brick
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
2016-01-25 13:50:52 +01:00
Alexander Romanov
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
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
2016-01-23 15:39:31 +03:00
Ulysse Martin
c4c2bd1350 BGE: Allow access to light shadow settings with python
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
2016-01-17 18:47:14 +01:00
Sergey Sharybin
5d99cde822 Remove SCons building system
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
2016-01-04 14:20:48 +05:00
Porteries Tristan
f320724195 BGE: Fix invalid operator< for microsoft compiler.
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.
2015-12-30 13:47:43 +01:00
Bastien Montagne
3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
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
2015-12-27 12:00:33 +01:00
Campbell Barton
df6264f528 Fix T46959: sys.meta_path reset on on exit 2015-12-18 03:00:38 +11:00
Jorge Bernal
ee59df521f BGE clean up: use float version of trigonometric functions 2015-12-16 01:53:48 +01:00
Jorge Bernal
0c19a043e8 BGE Ketsji clean-up: double-promotion warnings 2015-12-16 01:53:48 +01:00
Mike Erwin
87fac9a816 use float (not double) for font matrix
Following up on recent double --> float commits in the game engine.
2015-12-14 22:28:12 -05:00
Porteries Tristan
6329e20cbb BGE: Use float as default instead of double in Moto library.
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
2015-12-13 02:09:05 +01:00
Arnaud Degroote
aae93ae4c6 BGE: Improve clock management
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
2015-12-12 02:46:53 +01:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
b25e4b310f OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not need it. 2015-12-08 18:58:52 +01:00
Mitchell Stokes
964107fbce BGE code cleanup: Removing RAS_GLExtensionManager.
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
2015-12-07 19:25:12 -08:00
Porteries Tristan
b3808a4e06 BGE: Fix ray cast with unfound property.
To return a valid ray cast result the object must not be NULL and KX_RayCast::RayTest must return true.
2015-11-26 19:54:27 +01:00
Sybren A. Stüvel
3dbc123061 BGE: allow setting velocity to zero in a motion actuator.
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
2015-11-10 13:39:20 +01:00
Porteries Tristan
f29f4c92f2 BGE: Remove KX_IPOActuator.
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
2015-11-03 10:31:08 +01:00
Porteries Tristan
286f5ffa59 BGE: Fix T38986: Start object position not initialized in IPO.
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.
2015-10-29 18:44:09 +01:00
Porteries Tristan
fc5f717888 BGE: Cleanup KX_IPO_SGCOntroller.
- 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.
2015-10-29 17:24:35 +01:00
Porteries Tristan
a15a3952f4 BGE: Fix T35188: Duplicate an instance of group.
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.
2015-10-28 22:11:15 +01:00
Porteries Tristan
f10db730bc BGE: Fix T45945: Action bouncing.
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
2015-10-28 15:13:12 +01:00
Porteries Tristan
13a4bcd148 BGE: Fix T31357: wrong zoom when sets camera.
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.
2015-10-27 11:10:12 +01:00
Porteries Tristan
95164a09a7 BGE: generic python callback list + replace KX_PythonSeq.
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
2015-10-26 20:27:08 +01:00
Thomas Szepe
4f767e37e8 BGE: Cleanup: Code style BL_Shader
Reviewers: lordloki, youle, campbellbarton, sergey, kupoman, moguri, panzergame

Reviewed By: panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1397
2015-10-25 19:43:46 +01:00
Porteries Tristan
06d2ad0185 BGE: Fix issues with async libload.
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
2015-10-25 19:22:29 +01:00
Campbell Barton
70dfb61300 Cleanup: remove _POSIX_C_SOURCE undefine 2015-10-20 14:06:29 +11:00
Porteries Tristan
ed7c7a0a05 BGE: Cleanup BL_Action
Remove initialization of m_endtime : fix compile about previous BL_Action cleanup.
2015-10-19 20:28:05 +02:00
Porteries Tristan
2c369b1490 BGE: Cleanup BL_Action.
- Rename m_localtime to m_localframe to avoid ambiguity : it's a count for the actual action frame, not time.
- Delete m_end : it's unused.
2015-10-19 20:27:04 +02:00
Porteries Tristan
728d1ec504 BGE: Fix T46381 : last action frame not updated.
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object).
But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b38287cb75e4d22b30bdbc7f47e8eb3fdf and implement a mutex in BL_Action::Update.
Example file : {F245823}

Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren

Reviewed By: youle, moguri, sybren

Maniphest Tasks: T39928, T46381

Differential Revision: https://developer.blender.org/D1562
2015-10-19 16:03:40 +02:00
Porteries Tristan
75e4e4b67f BGE: Fix animations update when scene is suspended. 2015-10-14 22:54:20 +02:00
Campbell Barton
e32430df34 Fix T46458: BGE Crash on load
regression from 96dd213e7
2015-10-13 08:43:41 +11:00