Commit Graph

3091 Commits

Author SHA1 Message Date
Mitchell Stokes
d050577176 Fix T39445: Async LibLoad Crash
There was some deadlock due to trying manage Python's GIL. Instead of
continuing to fight with it, anything needing to call into Python while
conversion during lib loading is just delayed until it can be done in
the main thread.
2014-04-16 01:15:40 -07:00
Daniel Stokes
70f089b6f5 Fix T39509: Crash when assign an empty as a LoD
Missing check when looking for appropriate LoD
2014-04-15 20:06:56 +00:00
Thomas Dinges
f7d06cdb6b Code cleanup: RAS_ILightObject is class, not a struct.
Patch by John Pavel.
Differential Revision: https://developer.blender.org/D459
2014-04-12 20:12:07 +02:00
Campbell Barton
3216e4b202 API Cleanup: Use BKE_constraint prefix for constraint api 2014-04-11 11:47:07 +10:00
Mitchell Stokes
1ce726adb9 BGE: Allow skinned meshes with modifiers to do skinning updates in parallel. 2014-04-09 17:04:17 -07:00
Mitchell Stokes
19413644da BGE: Fixing a crash when animating objects with modifiers and armatures.
Our deformer system really needs some work. First, there was a crash
with shape keys because BL_ModifierDeformer derives from
BL_ShapeDeformer, which means we try to execute shape keys even if we do
not have them. Also, for some reason BL_ModifierDeformer::Update() does
not work if called from the threaded loop, so it is skipped for now. In
other words, skinned updates on meshes with modifiers are currently not
run in parallel.
2014-04-09 16:22:55 -07:00
Mitchell Stokes
fe05f97841 BGE: Multi-threading animation updates and skinning.
This required BL_ArmatureObject to have tighter control over armatures and poses.
Also, (Blender) armature objects are now copied instead of shared between
BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy,
shape key drivers need a bit of extra fiddling to get the correct armature copy.

Initially OpenMP was used for threading, but then BLI_task was used due to being
less compiler dependent.

This commit also places time spent on skinning updates in the Animation
profiler category (was previously under the Rasterizer category).
2014-04-06 16:30:59 -07:00
brita
1194037327 blenderplayer - Reviewed some command line options and the respective help
Doubts: are written as comments in the code
Current Problems:
 - stereo modes sometimes have different names and are ordered differently everywhere (blender properties panel names and tooltips, blenderplayer cmndline)
 - dome mode as several options, but can only take one at a time, like -D mode bla -D tilt X -D ...
 - gameoptions are also given one at a time, like above, but with an assignment -g option = X  . This is inconsistent.
 - gameoptions need to be reviewed and docummented
 - parent to window (-i) is useful for what? (there is no wiki on this either)
 - there is no support for verbose options like --help (blender itself supports it)

Reviewers: dfelinto, moguri

CC:

Differential Revision: https://developer.blender.org/D312
2014-04-06 14:38:15 -07:00
Campbell Barton
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
Campbell Barton
482201d1a0 Style cleanup 2014-03-31 05:46:19 +11:00
Mitchell Stokes
93c896d53b BGE code cleanup: Removing an unused include in KX_Light.cpp 2014-03-27 22:44:30 -07:00
Mitchell Stokes
df9d6737b9 BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
2014-03-27 22:32:06 -07:00
Mitchell Stokes
7ff123ce5c Fix T39452: Meshes without materials causes a memory leak in the game engine
These types of meshes do not use material caching, and thus only the first created
material would be saved, but subsequent ones were not. Those subsequent materials
were then not being freed. Now we make sure to track all of the materials.

Note: Meshes that cannot make use of material caching (no materials or using face textures)
can still use up a large amount of RAM since a material is created per face.
2014-03-27 13:51:07 -07:00
Mitchell Stokes
9d244e0ad7 Code cleanup: Removing KX_KetsjiEngine::m_drawingmode
The rasterizer is already handling this, and there is
no need to duplicate the data.
2014-03-24 20:11:11 -07:00
Mitchell Stokes
b66a9543bb Fix T38929: BGE: Strange behaving from addObject after trying to add an nonexisting overlay scene
If bge.logic.addScene() could not find the scene to add it would add the
first scene again, which is just silly. Now, if no scene is found, a warning
is printed and nothing is added.
2014-03-24 17:57:02 -07:00
Sergey Sharybin
92a539ec92 Fix T38051: Even if Color Management is disabled, it is still applied to the background 2014-03-21 14:06:44 +06:00
Mitchell Stokes
e02b9c8a45 BGE: Adding support for the Cast Only material option.
Note: This does not add support for the option in the viewport.
2014-03-19 23:57:49 -07:00
Mitchell Stokes
eedde311bb Fix T36566: 2D filters broken in the Blenderplayer when using side by side stereo
GPC_Canvas::GetWindowArea() and KX_BlenderCanvas::GetWindowArea() are tracking two
different things. The 2d filter system doesn't actually need the window area and
can get by just using the viewport dimensions, which it now does. The GetWindowArea()
mess should probably be cleaned up.
2014-03-19 23:02:11 -07:00
Campbell Barton
2097e621ed Code cleanup: use r_ prefix for return args 2014-03-16 03:26:23 +11:00
Mitchell Stokes
411650f2fa Partial fix for T3817: BGE crashing when using LibNew.
The BGE needs to use BKE_main_new() isntead of calloc for
allocating a Main struct since the threaded depsgraph changes.
2014-02-23 12:44:33 -08:00
brita
9753641c5d Fix T38645 - Mouse reversed in standalone player with kde
Reviewers: moguri

Differential Revision: https://developer.blender.org/D344
2014-02-22 17:23:18 -08:00
Campbell Barton
3a44e975a9 Fix T38539: Can't set near sensor distance above 100 via python 2014-02-22 13:57:12 +11:00
Mitchell Stokes
16c75cf594 Fix T38654: Using a non-camera object for the SetCamera Scene Actuator 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.
2014-02-17 14:38:08 -08:00
Mitchell Stokes
f3c7cb02b2 Fix T37964: KX_GameObject missing NULL checks for m_physicsController.
KX_GameObject::PySuspendDynamics() and KX_GameObjectPyRestoreDynamics()
now make sure GetPhysicsController() is non NULL before attempting
to use it.
2014-02-14 13:17:51 -08:00
Campbell Barton
5621e63d36 Code cleanup: duplicate headers 2014-02-14 10:55:38 +11:00
IRIE Shinsuke
38e58612ef Revert own previous commit rBe2f9afbaabbd.
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.
2014-02-12 05:46:26 +09:00
Sergey Sharybin
c0a13322cd Fix T38553: Crash load new level; array modifier using curve length
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.
2014-02-11 18:25:53 +06:00
IRIE Shinsuke
e2f9afbaab Blender Internal: Modify material property "Cast Buffer Shadows" to affect 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
2014-02-11 17:06:21 +09:00
Campbell Barton
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
Mitchell Stokes
88843caaa3 BGE: Fixing memory corruption/double free when duplicating (e.g., addObject) LibLoaded lights. 2014-02-04 14:48:22 -08:00
Mitchell Stokes
6a2c467443 Blenderplayer: Fixing a memory leak.
IMB_moviecache_destruct() was not being called.
2014-02-03 14:25:59 -08:00
Campbell Barton
76543574bc Code cleanup: declarations for removed functions 2014-02-04 07:20:19 +11:00
Sergey Sharybin
9bec4f7779 Fix T38455: Blenderplayer is not working
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.
2014-02-03 17:25:47 +06:00
Campbell Barton
37381ef492 BGE: correct for last commit 2014-02-03 21:41:36 +11:00
Campbell Barton
1dc1d92dab Code cleanup: white space and cmake was broken on all platforms 2014-02-03 13:56:34 +11:00
Campbell Barton
fed1b8b16d Code cleanup: suffix vars to make obvious they are squared 2014-02-03 02:46:45 +11:00
Anton Khirnov
f99e581ae1 libavformat API usage: use avformat_close_input() instead of av_close_input_file() 2014-01-28 14:20:22 +06:00
Sergej Reich
6fe5b3be38 Fix T37673: Ray casting could fail with 0 collision margins
Use bullet's old method of doing ray casts to stay compatible with old
files. It's faster but a bit less accurate.
2014-01-28 08:31:56 +01:00
Sergey Sharybin
f0b9b65740 Fix compilation error caused by 67f1fd2
Did one tried building blender before commit even?
2014-01-24 14:06:23 +06:00
Dalai Felinto
67f1fd25ee game engine: implement hitMaterial for collision and ray sensors
Reviewed By: moguri, kupoman

Differential Revision: https://developer.blender.org/D167
2014-01-24 02:10:45 -02:00
Campbell Barton
3b71cab420 Fix T38110: GameEngine keyboard sensor ignores unicode characters 2014-01-23 14:58:04 +11:00
Campbell Barton
51c32ac199 Revert "Fix T37920: BGE LibLoad failed for meshes with no materials"
This reverts commit 6a473305af22468abfc4c4f8f3002dc0a97fffd7.

Caused T38296, need to investigate this further but for now
better not leave blender in unstable state.
2014-01-23 00:50:01 +11:00
Tom Edwards
1f2136b329 Python/Depsgraph: bpy.data.*.is_updated now detects add/remove of any datablock.
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
2014-01-15 16:47:53 +01:00
Dalai Felinto
dfac6c4189 fix #T37892 BL_ArmatureConstraint.active returns wrong value
patch (with changes from me) by Séverin Lemaignan (skadge)
2014-01-14 13:22:41 -02:00
Campbell Barton
61ff3dfdda Code Cleanup: spelling 2014-01-13 15:31:57 +11:00
Campbell Barton
5fc2fe9fad Code Cleanup: move MOUSEX/Y to BGE, describe INBETWEEN_MOUSEMOVE 2014-01-12 01:59:17 +11:00
Benoit Bolsee
c7029f06d9 Add new BGE Stereo mode: 3DTV top-bottom.
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.
2014-01-02 00:26:15 +01:00
Campbell Barton
6a473305af Fix T37920: BGE LibLoad failed for meshes with no materials 2013-12-30 15:49:13 +11:00
Campbell Barton
0d6ae3fda2 Main API: refactor naming, use BKE_main_ prefix and add main arg. 2013-12-30 13:25:27 +11:00
Campbell Barton
d44132d0d0 Fix for crash with game engines LibLoad feature 2013-12-30 12:18:41 +11:00
Sergey Sharybin
709041ed0b Threaded object update and EvaluationContext
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
2013-12-26 17:24:42 +06:00
Campbell Barton
ca36091266 correction to last commit 2013-12-26 08:37:28 +11:00
Campbell Barton
7a3594dbd7 BGE: Add missing NULL check from recent LOD updates 2013-12-26 08:28:00 +11:00
Campbell Barton
a5606fadbb Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derived 2013-12-26 08:27:08 +11:00
HG1
d94db03ac8 Style cleanup: BGE 2013-12-24 05:44:54 +11:00
Sergey Sharybin
ff9974ed69 Fix T37898: blenderplayer painfully slow in recent builds
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.
2013-12-22 15:26:59 +06:00
Campbell Barton
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
Daniel Stokes
e9e08a1d12 Game Engine: Level of detail support and tools
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
2013-12-17 17:03:27 -08:00
James Yonan
1831c930a5 Game Engine: Option to record static objects animation 2013-12-09 22:28:38 +11:00
Bastien Montagne
46eef60d93 Cleanup: Internal degrees removal.
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
2013-12-03 20:35:45 +01:00
Mitchell Stokes
8aff45d8f6 Fix T36804: the property sensor when set to interval was causing a memory leak
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.
2013-11-29 18:34:06 -08:00
Mitchell Stokes
eba07b77da Fix T37566: KX_GameObject.resumeDynamics() was not properly restoring collision groups and masks. 2013-11-29 14:32:56 -08:00
HG1
406289497f Fix T37636: double added pyattr_get_lights 2013-11-27 08:42:41 +11:00
Campbell Barton
91a24654dd Code Cleanup: whitespace / formatting 2013-11-24 15:23:38 +11:00
Campbell Barton
d4a11388bf Code Cleanup: warnings 2013-11-22 11:30:40 +11:00
Campbell Barton
0c0bed3b16 Fix: Game Engine regression drawing text from recent cleanup 2013-11-20 00:01:20 +11:00
Mitchell Stokes
0f32bc49ec Fix T37171: Camera parented to a bone doesn't move with the bone, unless 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.
2013-11-18 14:52:07 -08:00
Mitchell Stokes
c73f82b6f0 Fix T37040: Removing vehicles in BGE causes a crash
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.
2013-11-18 09:37:58 -08:00
Sergey Sharybin
53753c0ddc Fix T37488: Crash with --debug reading userpref.blend
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.
2013-11-18 18:13:23 +06:00
Sergey Sharybin
2b0162b622 Fix T37289: ID User decrement error for Shapes on Bones when playing in BGE
GE was copying the pose channels without increasing user counter for a
custom bone shape object. Freeing copied pose will for give decrement
errors.

The same increment issue seems to happen in BKE_pose_copy_data, which
is also solved now.
2013-11-18 17:19:15 +06:00
Mitchell Stokes
537f28fc0e Fix T37325: applyRotation() wasn't working correctly on rigid bodies in the game engine.
During the physics cleanup/refactor, the rotation matrix in
CcdPhysicsController::RelativeRotate() became transposed.
2013-11-17 16:04:26 -08:00
Campbell Barton
85bbef0f4e python api internals: no need to set the stop-iter exception string. 2013-11-17 15:09:57 +11:00
Mitchell Stokes
5cd28bbe80 BGE: Fix for #37335 "Moving the camera with a key (after the recent BGE cleanup commits) now crashes the game" reported by Ace Dragon.
CcdPhysicsEnvironment->GetCharacterController(); was missing a NULL check.
2013-11-06 19:40:37 +00:00
Campbell Barton
7874447e4a code cleanup: typo and warning when openmp's disabled. 2013-11-05 21:59:30 +00:00
Jens Verwiebe
dba787f529 OSX/player: Remove some very old code ( 11 years+ ), was commented anyway 2013-11-05 20:30:09 +00:00
Jens Verwiebe
1808dd0828 Scons: Fix BGE compile after cleanup 2013-11-05 10:56:52 +00:00
Campbell Barton
9e2beaa1e2 bge builds again without bullet. 2013-11-05 06:19:19 +00:00
Thomas Dinges
cbbf6bfe25 * More fixes to make scons / Windows happy. :) 2013-11-04 22:33:02 +00:00
Bastien Montagne
93de84f267 Fix for recent BGE commits, when building with c++ guardedalloc. 2013-11-04 22:22:54 +00:00
Thomas Dinges
ee854a04fa * Fix blenfont scons include after recent GE changes.
Mitchell: Please check if these includes also need to be added in scons: https://projects.blender.org/scm/viewvc.php/trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt?root=bf-blender&r1=61087&r2=61086&pathrev=61087
2013-11-04 22:14:04 +00:00
Mitchell Stokes
b792ad2b46 BGE Physics Cleanup: Fixing an error that GCC didn't catch. 2013-11-04 19:23:00 +00:00
Mitchell Stokes
efa40ea590 BGE: Fixing up a small issue from merging Rasterizer cleanup code. 2013-11-04 19:22:56 +00:00
Mitchell Stokes
be114086f2 BGE: The recent physics cleanup was using KX_GameObject::GetParent() with out calling parent->Release(). Since GetParent() does an AddRef(), this was causing a leak, which resulted in Zombie Object errors. 2013-11-04 19:22:52 +00:00
Mitchell Stokes
b90de0331d BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
    BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
    BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
    BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
    BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
    BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
    BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
    BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
    BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
    BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
    BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
    BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
    BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
    BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
    BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
    BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
    BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
    BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
    BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
    BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
    BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
    BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
    BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
Mitchell Stokes
64c346ed1e BGE Rasterizer Cleanup: The Blenderplayer now loads the monospace font so it can properly draw the framerate and profile display. 2013-11-04 19:22:15 +00:00
Mitchell Stokes
fb94a53978 BGE Rasterizer Cleanup: Cleaning up some includes. 2013-11-04 19:22:10 +00:00
Mitchell Stokes
0cec5c63da BGE Rasterizer Cleanup: Removing the Singletexture material mode. More conversion code will probably be needed. 2013-11-04 19:21:50 +00:00
Mitchell Stokes
a35e9daaef BGE Rasterizer Cleanup: Moving the RAS_OpenGLRasterizer::ApplyLights() code into RAS_OpenGLRasterizer::ProcessLighting(). 2013-11-04 19:21:37 +00:00
Mitchell Stokes
c1e617d26b BGE Rasterizer Cleanup: Removing the need to reference KX_BlenderMaterial or KX_PolygonMaterial in RAS_OpenGLRasterizer. 2013-11-04 19:21:32 +00:00
Mitchell Stokes
5348682f3a BGE Rasterizer Cleanup: Getting rid of the BL_Material.h include in RAS_OpenGLRasterizer.cpp. 2013-11-04 19:21:25 +00:00
Mitchell Stokes
e2c91b570d BGE Rasterizer Cleanup: Getting rid of RAS_IRasterizer::RenderText(), and just adding the code to IndexPrimitives_3DText(), which is the only function that uses RenderText(). 2013-11-04 19:21:21 +00:00
Mitchell Stokes
a565e34c39 BGE Rasterizer Cleanup: Removing KX_BlenderGL since it was mostly one-line functions used by KX_BlenderCanvas. KX_BlenderCanvas now just calls those functions directly. 2013-11-04 19:21:16 +00:00
Mitchell Stokes
cf9fe8f329 BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing. 2013-11-04 19:21:07 +00:00
Campbell Barton
fc618bbcbf fix for possible leak in the expression controller find identifier. 2013-11-02 05:18:31 +00:00
Campbell Barton
59cdb0d65d fix memory leak with navmesh 2013-11-02 04:22:08 +00:00
Sergej Reich
692693b92f Remove duplicate cmake enries in game engine and compositor 2013-10-25 11:00:16 +00:00
Campbell Barton
830974bc1e fix [#37032] Blener crashes when parent to new object 2013-10-10 20:56:27 +00:00
Campbell Barton
afab39b9d6 code cleanup: use const's for static arrays 2013-10-10 20:22:17 +00:00
Campbell Barton
23440884fe fix for casting shadows of scaled objects was made to X_BlenderRenderTools.cpp but not to GPC_RenderTools.cpp. 2013-10-07 12:14:59 +00:00
Campbell Barton
11087d4a82 remove minor differences between these 2 files which are almost exact duplicates (tsk tsk!) 2013-10-07 12:12:59 +00:00
Campbell Barton
024539b974 revert r58693. patch [#36233], caused regression (bug report [#36959]). 2013-10-07 11:51:59 +00:00
Campbell Barton
43217da6d9 set mempool debug in the game-engine-player too. also remove redundant mempool includes. 2013-10-03 16:34:00 +00:00
Brecht Van Lommel
eaf354e222 Fix related to #36319: restore SDL_VIDEODRIVER=dummy environment variable, it
seems that somehow not having this is causing keyboard events to be caught by
SDL. This was removed because it broke addons that could use SDL, now set the
environment variable only temporary during SDL initialization.

This may have been causing issues with keyboard events getting missed in the
game engine, but I couldn't confirm the issue here.
2013-09-23 14:48:28 +00:00
Mitchell Stokes
cc414943e8 BGE: Fixing a typo in the collision API that was found by agoose77. 2013-09-17 21:00:19 +00:00
Mitchell Stokes
6365678109 BGE: Adding a Python collision API. The initial patch was provided by agoose77, with some edits by me.
KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
2013-09-14 02:02:58 +00:00
Daniel Stokes
494687908c BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a on some ATI cards?
Disabling display lists for legacy ATI cards since they don't support display lists well.

Also removing an unused variable from the display list rasterizer.
2013-09-11 23:24:45 +00:00
Campbell Barton
108a4c41c4 code cleanup: warnings and redundant checks. 2013-09-08 20:25:31 +00:00
Daniel Stokes
6cc3aec8bc Fixing a problem with variance shadow maps blurring out on transparent receivers in the Game Engine reported by Sam Cameron on the IRC.
Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
2013-09-05 22:05:52 +00:00
Mitchell Stokes
eea0b16888 BGE: Removing an unused rendertools argument from BL_ConvertActuators(). 2013-09-05 04:19:05 +00:00
Mitchell Stokes
b9b806e0a0 BGE: Removing the touch sensor and converting all touch sensors to collision sensors. 2013-09-04 22:14:14 +00:00
Mitchell Stokes
07e655dfa6 Cleaning up some prints related to SDL. 2013-08-29 22:48:37 +00:00
Mitchell Stokes
f62fabca3d Allowing the BGE to build with SDL2. I'm not sure if this is the correct fix yet, but at least it builds. 2013-08-29 22:48:27 +00:00
Campbell Barton
4d2b50ad74 remove unused function. also typo 2013-08-27 23:34:16 +00:00
Mitchell Stokes
f7388c1f2e BGE: Cleaning up the vsync code a little. 2013-08-26 08:14:52 +00:00
Campbell Barton
2889448b94 blenderplayer builds again 2013-08-25 21:24:16 +00:00
Campbell Barton
5be5ad039d patch [#36503] BGE Python - Radar and Ray sensor wrong AXIS constants wrong defined
from Jorge Bernal (lordloki)
2013-08-20 13:13:30 +00:00
Bastien Montagne
16ed997d21 Fix build with GE and WITH_CXX_GUARDEDALLOC enabled… 2013-08-19 15:02:28 +00:00
Sergey Sharybin
c0f8e15295 Speedup for guarded allocator
- Re-arrange locks, so no actual memory allocation
  (which is relatively slow) happens from inside
  the lock. operation system will take care of locks
  which might be needed there on it's own.

- Use spin lock instead of mutex, since it's just
  list operations happens from inside lock, no need
  in mutex here.

- Use atomic operations for memory in use and total
  used blocks counters.

This makes guarded allocator almost the same speed
as non-guarded one in files from Tube project.

There're still MemHead/MemTail overhead which might
be bad for CPU cache utilization
2013-08-19 10:51:40 +00:00
Sergey Sharybin
9f7961b6b1 Optimization and threading fix for shapekeys weights calculation
This commit fixes two different issues, which were caused by
how weights are being calculated for relative shapekeys.

Weights for key block used to saved in KeyBlock DNA structure,
which lead to situations when different objects could start
writing to the same weights array if they're sharing the same
key datablock.

Solved this in a way so weights are never stored in KeyBlock
and being passed to shapekeys routines as an array of pointers.
This way weights are still computed run-time (meaning they're
calculated before shapekey evaluation and freed afterwards).

This required some changes to GameEngine as well, to make it
never cache weights in the key blocks.

Another aspect of this commit makes it so weight for a given
vertex group is only computed once. So if multiple key blocks
are using the same influence vertex group, they'll share the
same exact weights array. This gave around 1.7x speedup in
test chinchilla file which is close enough to if we've been
caching weights permanently in DNA (test machine is dual-code
4 threads laptop, speedup measured in depsgraph_mt branch,
trunk might be not so much high speedup).

Some further speed is optimization possible, but it could be
done later as well.

Thanks Brecht for idea of how the things might be solved in
really clear way.

--
svn merge -r58786:58787  ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:36:39 +00:00
Sergey Sharybin
beffaa293e Made modifiers_getVirtualModifierList safe for threading
Move static variables to context filling in by this fcuntion
and owned by a callee function. This ensures no conflicts
between threads happens because of static variables used in
this function.

Also moved modifier types and virtual modifiers data to a
function called from creator. This is needed to be sure all
the information is properly initialied to the time when
threads starts to use this data.

--
svn merge -r57899:57900 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:05:34 +00:00
Campbell Barton
47c23750e8 style cleanup: indent/whitespace 2013-08-19 01:48:44 +00:00
Brecht Van Lommel
a2541508ac Fix a few compiler warnings reported by clang. 2013-08-18 14:15:51 +00:00
Mitchell Stokes
82c845425f BGE: Adding partial support for LibLoaded lights with GLSL materials.
Any GLSL materials loaded after lights are LibLoaded will now use the lights in
heir shaders. This includes materials loaded from the same scene as the LibLoaded
lights. We could later add a new flag to LibLoad to recompile all existing shaders,
but this commit should offer a lot more flexibility as is.
2013-08-17 04:37:25 +00:00
Mitchell Stokes
51bca0d7dc BGE: Flipping vsync constants so VSYNC_ON is 0.
This will make transitions from older versions of Blender easier since VSYNC_ON
will be the default. This could have been changed in a do_version, but the vsync
code has yet to see an official release, so I figured this would be a bit nicer.
Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-17 02:06:45 +00:00
Mitchell Stokes
196d30e004 BGE: The Action Actuator can now make use of additive blending. 2013-08-14 23:32:00 +00:00
Mitchell Stokes
9afae77fed BGE: Finally adding support for additive layer blending.
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-14 23:31:49 +00:00
Joerg Mueller
c8f75fb5b1 Adding a new state for sound handles in audaspace: stopped.
Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
2013-08-14 21:21:00 +00:00
Dalai Felinto
eccde9f72a BGE Dome: bugfix - Warp Mesh not working
Fix: to swap the drawing order for the warp mesh polygon
The code was drawing CW instead of CCW.

It would work in some cases where the drawing flags would allow for the
back faces to be visible.

More specifically the alternative fix were:
glDisable ( GL_CULL_FACE );
glFrontFace( GL_CW );

Bug originally reported in the small_planetarium mailing list.
This bug fix was a comissioned job by a group who prefer not to be
credited. Thanks regardless.
2013-08-14 02:59:09 +00:00
Mitchell Stokes
851627f6e0 BGE: Updating the bge.logic.expandPath() documentation to better reflect its current behavior. 2013-08-13 07:48:07 +00:00
Mitchell Stokes
d23b383af0 BGE: Adding a GPU Latency profile category to represent the CPU time spent waiting on the graphics card. 2013-08-13 03:09:58 +00:00
Mitchell Stokes
3627541894 BGE: Fixing the memory leaks reported when the BlenderPlayer exits.
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
2013-08-10 21:17:46 +00:00
Daniel Stokes
d17bf45842 As requested by Mitchell Stokes, reverting r58837 as it is causing some problems with the embedded game engine's python execution. 2013-08-10 01:29:23 +00:00
Daniel Stokes
29c8e4512c Adding a fov attribute to KX_Camera. This attribute converts the field of view value and uses it to set lens. 2013-08-07 05:24:47 +00:00
Daniel Stokes
3c8cdb8c68 BGE Fix [#33215] KX_MeshProxy.transformUV() argument ValueError 2013-08-06 21:52:05 +00:00
Mitchell Stokes
98176b4e1e BGE: Making sure the BlenderPlayer calls Py_Finalize(). 2013-08-06 02:05:32 +00:00
Campbell Barton
fdc336510a code cleanup: remove redundant NULL checks 2013-08-04 19:13:07 +00:00
Campbell Barton
78d69a1e15 code cleanup: replace strcpy with BLI_strncpy for fixed size strings, and correct some harmless but incorrect sizeof() use 2013-08-04 18:12:49 +00:00
Campbell Barton
aa43a978c1 fix memory leak in KX_ObstacleSimulation 2013-08-04 17:20:03 +00:00
Campbell Barton
7e697846a5 fix for BL_ArmatureConstraint::UpdateTarget(), was getting the pose from the target, not the subtarget. 2013-08-04 16:48:10 +00:00
Campbell Barton
fee152d0ec fix read outside buffer range KX_ObstacleSimulationTOI_rays::sampleRVO,
Was using 3d vectors for 2d operations, passing float[2] to args that use MT_Vector3 was reading the 3rd value of a 2d array
2013-08-04 04:07:29 +00:00
Campbell Barton
c0b73fa1b0 KX_ObstacleSimulation: replace inline math functions with BLI_math functions 2013-08-04 03:47:43 +00:00
Campbell Barton
93f5e2218a code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making a hash from the object name. 2013-08-04 03:45:30 +00:00
Campbell Barton
704598ef4e avoid freeing NULL pointer for navmesh BuildVertIndArrays and dont truncate memset arg. 2013-08-04 03:02:35 +00:00
Campbell Barton
5881fe5d67 avoid runtime overflow (1 << 31), for RNA and armature layer UI. 2013-08-04 00:01:41 +00:00
Campbell Barton
dd037a85a0 code cleanup: remove unused define, correct header guard mismatch, add NULL check so DM_to_mesh() can have a NULL object passed (currently not used) and remove redundant NULL check. 2013-08-03 23:58:17 +00:00
Campbell Barton
c3b9ec82d0 fix for strange error with BGE 2d filter code,
RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then doing a subtraction which would give a negative number.
2013-08-03 23:40:15 +00:00
Mitchell Stokes
e131447582 BGE: Making sure m_drawingmode is initialized in the various RAS_Storage constructors. 2013-08-03 05:02:03 +00:00
Mitchell Stokes
411a49445f BGE: Making sure m_left, m_right, m_parent, m_radius, and m_client_object are initialized in the SG_Tree constructors. 2013-08-03 05:01:57 +00:00
Mitchell Stokes
e8ca7abb9a BGE: Making sure m_objType is initialized in the BlendType (VideoTexture) constructor. 2013-08-03 05:01:50 +00:00
Mitchell Stokes
e4d396f300 BGE: Making sure m_line is initialized in the Exception (VideoTexture) constructor. 2013-08-03 05:01:45 +00:00
Mitchell Stokes
ad65bc3315 BGE: Making sure m_buffV, m_buffU, and m_pitchUV are initialized in the FilterYV12 constructor. 2013-08-03 05:01:40 +00:00
Mitchell Stokes
c90a170d57 BGE: Making sure m_offset is initialized in the ImageSourceMix constructor. 2013-08-03 05:01:36 +00:00
Mitchell Stokes
375309f7a9 BGE: Making sure m_mirrorHalfWidth and m_mirrorHalfHeight are initialized in the ImageRender constructor. 2013-08-03 05:01:32 +00:00
Mitchell Stokes
5a042eb734 BGE: Removing some unreachable and unused code in BL_ActionManager.cpp. 2013-08-03 05:01:23 +00:00
Mitchell Stokes
b5016e34ed BGE: Fixing a memory leak with PyType_Ready_ADD. 2013-08-02 22:23:42 +00:00
Mitchell Stokes
29f8dfd37a BGE: Adding vsync control. Users can enable vsync, disable vsync, or use adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost. 2013-07-29 22:31:32 +00:00
Mitchell Stokes
2840edba84 BGE: Adding bge.physics as another alias for the PhysicsConstraints module. 2013-07-29 22:20:06 +00:00
Campbell Barton
1448499d70 patch [#36233] Fix Halo and Billboard Normal and Behavior
from Vitor Balbio (vitorbalbio)

Fixes billboard flipping (flipped normals and textures too)
2013-07-28 12:03:53 +00:00
Daniel Stokes
4f8fd8c68b BGE Fix [#18804] Shadow type faces cast onto invisible faces (non-GLSL)
Changing the RayHit method to ignore invisible faces
2013-07-25 23:42:20 +00:00
Daniel Stokes
d0f225393c BGE Fix [#29575] Object not drawn in game engine
Implementing a GetBlenderImage for KX_BlenderMaterial so that modifiers draw correctly in multitexture mode. The preexisting limitation of 1 texture per material on objects with modifiers in multitexture mode still exists.
2013-07-24 05:12:51 +00:00
Daniel Stokes
017d7b5447 BGE fix [#21488] Pumpkin in Gamekit Tutorial flips upside down
A reference was being grabbed when a copy was wanted.
2013-07-24 00:32:26 +00:00
Campbell Barton
3ff3d1bc0f replace use of strcat() where the string offset is known.
also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
2013-07-23 12:49:30 +00:00
Campbell Barton
fb92835819 bge: de-duplicate cleanup code for empty mesh error case 2013-07-23 10:59:29 +00:00
Mitchell Stokes
33e52d0df4 BGE: Fix for [#34398] "«illegal operator» in Expression Controller" reported by Andrey Kashlak (andreymal)
The expressions system now supports the not operator on ints and floats.
2013-07-22 22:46:17 +00:00
Campbell Barton
7db1d6556d code cleanup: add break statements in switch ()'s, (even at the last case). 2013-07-21 08:16:37 +00:00
Daniel Stokes
ef4d599194 Changing the python error when accessing SCA_JoystickSensor.axisSingle in the wrong mode to an AttributeError instead of a TypeError as this more accurately reflects the problem. 2013-07-20 03:15:57 +00:00
Daniel Stokes
ff165fa986 Re fixing BGE bug [#36223] Strange page fault of "Game" actuator
Thanks to Campbell for helping me get a better fix put together.
2013-07-20 03:01:50 +00:00
Mitchell Stokes
efad3eb928 Add the Boost include to the right CMakeLists.txt... 2013-07-20 01:17:00 +00:00
Mitchell Stokes
81769b4f58 More build fixes for r58428. 2013-07-20 01:15:36 +00:00
Mitchell Stokes
f84563d213 SCons fix for r58428. 2013-07-20 01:09:16 +00:00
Mitchell Stokes
5645d9f720 Removing source files from source/gameengine/GamePlayer/common/SConscript that were removed in an earlier commit. This should allow SCons to build the game engine again. 2013-07-20 00:51:05 +00:00
Campbell Barton
a2a99bbc17 edit to r58425, BLI_math is available here, better not copy,paste from linearrgb_to_srgb.
also remove redundant check in AUD_FFMPEGReader::seek.
2013-07-20 00:35:41 +00:00
Thomas Dinges
e3c9fcd1bb * Compile fix for overloaded pow() function. 2013-07-20 00:21:16 +00:00
Mitchell Stokes
cf62de6c6d BGE: Partial fix for [#36151] "Distance model not carrying over to standalone" reported by Florian Schneider (drjaska).
The Blenderplayer wasn't initializing 3D audio settings from the scene settings like the embedded player was.
2013-07-19 23:31:45 +00:00
Daniel Stokes
a07ac7e644 BGE fix [#35563] Object colour setting for objects and fonts not using colour management like materials 2013-07-19 22:54:02 +00:00
Mitchell Stokes
3cd53aff09 Merging from ge_dev to trunk r58091-58422. 2013-07-19 22:37:40 +00:00
Daniel Stokes
23dccfadf0 Bge fix [#33016] Blender crashes when I start the game engine
Caused by a bit of a disconnect from the BGE mesh and BMesh.
2013-07-19 22:11:26 +00:00
Mitchell Stokes
103ef7cacb Merged changes from trunk r58324-58419. 2013-07-19 22:10:11 +00:00
Antony Riakiotakis
dda61cc82f Fix some definitions for MinGW64 2013-07-19 19:19:15 +00:00
Mitchell Stokes
eb21bdd249 Merging changes from trunk r58091-58323. 2013-07-17 01:40:26 +00:00
Mitchell Stokes
5ba2f4367d BGE: adding a fix so 2D filters work properly with side-by-side stereoscopic rendering. 2013-07-15 22:44:48 +00:00
Mitchell Stokes
efc4b08094 BGE: Fix for [#36023] "Objects of added scene are lit by lights of current scene" reported by Raf Colson (raco).
The material caching now keeps a cache per scene. Before materials from different scenes were sharing the same cache.
2013-07-15 22:35:09 +00:00
Campbell Barton
02ba328ca8 clang/cmake - quiet warnings for external libs and reference moto as a system include. 2013-07-15 08:26:16 +00:00
Mitchell Stokes
19dee5e413 BGE: Adding animation culling. Armature objects will only have their poses updated if their children meshes have not already been culled. Regular object animations will always be updated since they are cheap. 2013-07-09 20:50:15 +00:00
Mitchell Stokes
83e9f32382 BGE: Committing patch #32422 "Debug properties for added objects" by HG1.
This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
2013-07-09 20:06:36 +00:00
Mitchell Stokes
f6502a67f2 BGE cleanup: Getting rid of an unused variable warning in GPG_Canvas::Init(). 2013-07-09 01:42:13 +00:00
Mitchell Stokes
b73793f636 BGE cleanup: removing some unused code from GPC_Canvas. 2013-07-09 01:34:23 +00:00
Mitchell Stokes
60812e0260 BGE cleanup: Removing the GamePlayer/xembed folder and associated build options. This code was very old and not used. For example web player code, look at Burster. 2013-07-09 01:24:51 +00:00
Mitchell Stokes
a6d26cb665 BGE cleanup: GPC_System was an empty class, so I'm dropping it and having GPG_System inherit directly from KX_ISystem. 2013-07-09 01:18:48 +00:00
Mitchell Stokes
7b8453b164 BGE cleanup: removing various unused code and files from GamePlayer/common. 2013-07-09 01:14:52 +00:00
Mitchell Stokes
5b3106b89d BGE cleanup: removing unused banner code from GPC_Canvas. 2013-07-09 01:04:49 +00:00
Mitchell Stokes
abdb983a46 BGE cleanup: actually remove KX_PhysicsPropertiesobsolete.h from the CMakeLists.txt instead of just commenting it out. 2013-07-09 01:01:25 +00:00
Mitchell Stokes
5bcc621fbf BGE cleanup: removing an unused KX_PhysicsPropertiesobsolute.h file. 2013-07-09 00:59:57 +00:00
Campbell Barton
418011907c remove nan copyrights from code added since blender become opensource (copy paste errors), also remove BKE_script.h 2013-07-02 10:14:59 +00:00
Campbell Barton
1f091fd234 add missing gpl headers 2013-07-02 09:47:22 +00:00
Campbell Barton
d665c46a64 fix [#35884] evil bge.types.BL_Shader.setUniformMatrix3() 2013-06-27 07:49:20 +00:00
Campbell Barton
fad1da062d correct typos in comments. 2013-06-25 22:58:23 +00:00
Mitchell Stokes
64007a94c0 BGE: Fix for [#30450] "F-Curve on bone not working" reported by HG1.
Run IPOs for all objects and not just non-armature objects.
2013-06-24 09:37:37 +00:00
Mitchell Stokes
c3d70a9baf BGE: Fix for [#34185] "billboard scale problem in groups" reported by Tobias Lijsen (blenderhilfe).
Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
2013-06-24 08:26:05 +00:00
Mitchell Stokes
dbec3af994 BGE: Fix for [#35737] "Action actuator in property mode don't work with values lower then 1" reported by HG1.
IPOs were only set as "initialized" if the current time was greater than 0.0, which is why negative values weren't working.
2013-06-24 04:24:01 +00:00