Commit Graph

466 Commits

Author SHA1 Message Date
Benoit Bolsee
13aa413361 patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files 2008-02-15 23:12:03 +00:00
Campbell Barton
bc9848f7e6 Added a global string to be used for the tempdir. since the user preference is not loaded in background mode and the user preference is not validated and has no fallback.
'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
2008-02-13 13:55:22 +00:00
Nathan Letwory
f6dcb28560 * remove constness. 2008-02-10 20:41:59 +00:00
Nathan Letwory
8a91b29b0f * make some explicit casts to make some compilers happy 2008-02-10 20:00:25 +00:00
Joshua Leung
33f3f85235 Reverting some other changes zaghaghi made 2008-02-05 21:09:38 +00:00
Kent Mein
e04d7128cd This is patch [#8232] Memory leak in KX_Scene destructor fixed
Submitted By: Benoit Bolsee (ben2610)

Fixes a loop so that it removes objects properly from the scene.

Kent
2008-02-05 17:37:52 +00:00
Kent Mein
fd7c729bd1 This is patch: [#8216] Make blender compile with gcc 4.3
minus one small include file that was commented out, I'm not
sure why it was commented out but I'm pretty sure its needed.
If there are still problems later we can sort it out, everything
else is pretty simple.

Kent
2008-02-04 21:52:03 +00:00
Kent Mein
43bfcd70a3 Added missing include dir so it builds again.
Kent
2008-02-04 15:52:47 +00:00
Hamed Zaghaghi
5faa2e63a1 bugfix 8183, Ray sensor with material/property filter always triggers when hitting object without the required characteristic fixed by Benoit Blosee(ben2610), and some minor changes for 2d-filters. 2008-02-04 03:48:46 +00:00
Hamed Zaghaghi
47b53510a5 merging game_engine branch changes into trunk, 2d-filters and opengl speedup 2008-02-04 02:33:27 +00:00
Kent Mein
7b2e348d4f This is a modified version of this patch:
[#7660] Solaris 10 x86 support (Makefiles)

Hopefully it will not mess up anything for anyone else.  I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be 
overridden, to allow greater flexability.

Let me know if there are any problems/questions.

Kent
2007-12-05 16:58:52 +00:00
Ton Roosendaal
86f3b640ec Blender interface code in Game Engine, who would that have thought!
(this fixes compile error in GE)
2007-11-28 13:33:59 +00:00
Brecht Van Lommel
6d5396fc65 Fix for multimodifier commit breaking game engine compile. 2007-11-17 21:12:25 +00:00
Hamed Zaghaghi
bf4d79c47b Patch [#7743] Enable display lists when vertex arrays are enabled, by Ovidiu Sabou.
this patch enable GE two use both vertex array and display lists. and speed up the engine a little, by the way thanks ovidiu.
2007-11-06 18:39:16 +00:00
Hamed Zaghaghi
af169b41fd 2d Filters updated, now you can use custom filter and write your own GLSL shader program to filter rendering result. 2007-11-06 12:16:12 +00:00
Kent Mein
86278584f3 Tweaks I needed to get blender compiling on my new macbook running leopard.
Kent
2007-11-05 17:27:11 +00:00
Hamed Zaghaghi
aa774427f6 GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists. 2007-11-04 05:31:20 +00:00
Hamed Zaghaghi
ef9ead78f2 GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists. 2007-10-29 19:41:25 +00:00
Hamed Zaghaghi
21eb3e11e0 2d-Filters feature and actuators. 2007-10-22 20:24:26 +00:00
Peter Schlaile
a0390e5cc3 == Core ==
This adds fractional FPS support to blender and should finally
make NTSC work correctly.

NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough. 
I added a seperate variable frs_sec_base and FPS is now 
frs_sec / frs_sec_base.

I changed all the places, where frs_sec was used to my best knowledge.

For convenience sake, I added several macros, that should make life
easier in the future:

FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS         : return current FPS as a double precision number 
              (last resort)

This closes bug #6715 
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.

https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125

Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.

The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.

Enjoy!
2007-10-21 15:42:08 +00:00
Mal Duffin
51b56a4d3f GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.

It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).

I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.

It's great to have another GE coder on the team!
2007-09-29 18:51:01 +00:00
Diego Borghetti
457824e437 Fix insert_vert_icu, missing the new "fast" argument. 2007-09-18 14:01:33 +00:00
Kent Mein
ed47851517 Updated calls to insert_vert_ipo to be
insert_vert_icu since insert_vert_ipo no longer exists.

Kent
2007-09-17 15:32:10 +00:00
Kent Mein
4e2143f639 This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
Patch provied by gsrb3d

bug tracker #7061

Kent
2007-08-28 10:07:08 +00:00
Kent Mein
38ec778cb7 This should fix up saving a blender runtime.
If you look at the log, the last change to this file I was trying to fix
game engine bug #6667.  In so doing I added a print usage if you do not
pass any arguments to the gameplayer.

Things should work better now.

Kent
2007-08-07 16:34:45 +00:00
Brecht Van Lommel
ddbd9182d4 Forgot to commit file in the game engine. 2007-07-28 21:35:32 +00:00
Campbell Barton
a114f8f17a was missing header 2007-07-19 14:28:57 +00:00
Campbell Barton
b903864aa5 removing duplicate constants 2007-07-19 12:29:28 +00:00
Erwin Coumans
3792ae1560 bugfixes for generic (experimental) Bullet rigidbody constraint: use cone-twist instead (needs a few more minor fixes)
Note: Visual Studio projectfiles and other buildsystems need to add extern/bullet2/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp to the project!
2007-07-16 05:56:51 +00:00
Erwin Coumans
fb622c7c3c //someone reversed axle direction conventions inside Bullet (axle winding), so need to compensate to keep game blender vehicles working the same. 2007-07-06 04:45:57 +00:00
Kent Mein
470dda4a21 This is a fix for game engine bug #6667
http://projects.blender.org/tracker/index.php?func=detail&aid=6667&group_id=9&atid=306

I moved some of the X11 initation code down a little bit so that
if you run gameplayer with no args or gameplayer -h 
it will not crash even if you do not have X11 present.
(All it does is print usage)

Kent
2007-06-27 15:08:31 +00:00
Kent Mein
22ef0daefd This is patch #6825 (The patch missed a couple of them but
this should get it all.

recurse was spelled resurse in a couple of places.

Kent
2007-06-25 20:15:36 +00:00
Erwin Coumans
ca26aeb7b2 upgrade to latest Bullet 2.53. cross the fingers it doesn't break one of the exotic or less exotic platforms 2007-06-23 05:28:07 +00:00
Erwin Coumans
14ad8c9941 preparation to upgrade to Bullet 2.53 2007-06-23 05:02:31 +00:00
Erwin Coumans
5c8d1352ea bugfix: adding static objects will 'replace' previously added static object in game engine. need to use new motion state. 2007-06-23 04:49:17 +00:00
Charlie Carley
a9640819ff Applied patch [#5795] Parent to bone - Supplied by Monster. 2007-05-31 20:40:59 +00:00
Charlie Carley
92f1d59b44 Test commit... 2007-05-29 07:46:07 +00:00
Ton Roosendaal
fbbc038cb6 Fix provided by Mal:
- 3D Window, textured drawmode shows lighted again for non-textured faces
- Engine: faces show lighted again when 3d windows was Solid draw mode

Example:
http://www.candointeractive.com/blender/BlenderViewport.jpg
2007-05-20 15:55:49 +00:00
Jean-Luc Peurière
c0dcbacd4b post release update of the scons build system for os x powerpc
assume os x 10.4 as defaut
2007-05-19 22:57:28 +00:00
Erwin Coumans
d814e2b9c6 two minor changes, hopefully before release:
- reset randseed, which should make simulations more predictable
- re-activate substeps (for more accurate simulations)
2007-05-07 17:10:44 +00:00
Campbell Barton
99135b0674 dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.
using mface->flag for both.

Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-29 13:39:46 +00:00
Nathan Letwory
7afd05d2ea * spelling commit by ideasman did accidental rename of one var, but not properly :) 2007-04-04 14:25:10 +00:00
Campbell Barton
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
Kent Mein
3ac0c09d15 This commit does a couple of things to the Makefiles.
The first is it adds libIlmThread.a to the OpenEXR libs.

The second thing it does, is make it possible to define what TARGETS
you want to build inside of your user-def.mk file.  This simplifies
source/Makefile quite a bit.  I made each platform have the same
defaults (build dynamic blender, gameengine and gameplayer)  I think
most platforms should be building this combo anyway and if you need to
change it its trivial so no need to have different defaults for each platform.
The new defines are as follows with their default settings in:
         source/nan_definitions.mk

    export WITH_BF_DYNAMICOPENGL ?= true
    export WITH_BF_STATICOPENGL ?= false
    export WITH_BF_GAMEENGINE ?= true
    export WITH_BF_GAMEPLAYER ?= true
    export WITH_BF_WEBPLUGIN ?= false

Let me know if you have any problems with it.

Kent
2007-03-27 15:42:27 +00:00
Charlie Carley
7fd8ba99bb Applied patch #5247 by scabootssca. This adds an instant replace mesh feature. 2007-03-26 03:35:01 +00:00
Charlie Carley
9deb69dbca Applied patch #6102 submitted by Mal 2007-03-23 02:20:12 +00:00
Charlie Carley
f56fca448a Added a guard to prevent more than one texture to be generated per image. 2007-03-08 03:00:33 +00:00
Kent Mein
6c17f1187e Patch provided by Carsten,
KX_RaySensor::Evaluate returns false when hit was detected and it was
already marked as hit.  (no change in state)

Kent
2007-02-19 21:46:57 +00:00
Hans Lambermont
55cde4276b Finally commit a workaround for the Python>2.3 and FreeBSD>5.0 problem.
See http://projects.blender.org/pipermail/bf-committers/2005-April/010506.html
and projects.blender.org/pipermail/bf-committers/2006-December/017035.html

A workaround was proposed by Kester Maddock
http://projects.blender.org/pipermail/bf-committers/2005-April/010510.html
and recently again, independently by Andreas Kasparz (no URL, private email)

See also http://svn.python.org/projects/python/tags/r24c1/Include/pyport.h,
starting line 430 : "On 4.4BSD-descendants, ctype functions serves the
whole range of wchar_t character set rather than single byte code points
only. This characteristic can break some operations of string object..."
2007-02-18 21:03:23 +00:00
Charlie Carley
abc2a4ca44 Left out the case where MTFace can be null. 2007-02-05 08:07:55 +00:00