- Implemented a nice rechanneling solution with unofficial speaker arrangement standards similar to what OpenAL soft has
- Renamend AUD_Channel in the C API to AUD_Handle
- Removed the unlogical 7.2 speaker configuration, that's a hardware only config
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering
One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
The problem was that SCA_2DFilterActuator was defining and using a
variable called "m_gameObj", when it should be using "m_gameobj" as
defined by SCA_ILogicBrick. The way it was, reparenting did only half
the work required to duplicate the actuator.
Patch by Alex Fraser, thanks!
* Adding BL_Action::Play() and BL_Action::Stop()
* Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
* Making the Property play type work for the Action actuator.
Copy unifont..ttf.gz from source tree to target datafile path( now ONLY works with cmake );
Set the locale the same with system's setting;
If need unicode font, unzip and load unifont when init ui styles;
Apply gettext() to labels in space_info.py, who are the main menu items.
Each of these should have been commit one by one. As they work well according to my tests, so I just lazily send a long list.
* Converted BL_ActionActuator::Update() to use the new action api (still just armatures)
* Not all of the functionality of the old Update() have been ported (Lood end, continued animation, etc)
* Things are still pretty messy. Once have things more flushed out, I'll start stripping more of the old actuator out.
BL_ActionManager:
* IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.
KX_GameObject:
* PlayAction(...) - Adds an action to the object's action manager
* StopAction(short layer) - Remove an action from the object's action manager
* IsActionDone(short layer) - Check if an action has finished playing
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
[the problem also affected OSX]
PhysicsId are Long, not ints (see PyObject* KX_GameObject::PyGetPhysicsId() )
There is a reference in the code to use PyCapsule instead of int. I'm not sure
about that. This patch at least stops the crashes
(update: I talked with Campbell and he repeated that PyCapsule are better, but if long is working it's fine for now).
Revert of "SVN commit: /data/svn/bf-blender [36957]
trunk/blender/source/gameengine/ VideoTexture/VideoFFmpeg.cpp: fix for
ffmpeg linking in BGE ( patch by Jens Verwiebe (jensverwiebe) over IRC)"
Sorry folks, that patch breaks current ffmpeg GIT version.
Good news: it's all handled now automagically by ffmpeg_compat.h in
intern/ffmpeg
so: everything should be fine and dandy for very old and very new versions.
Added central compatibility header file, which enables blender to compile
against very old ffmpeg versions as well as very new versions using the
*NEW* API. (Old API functions are simulated using macros and inline functions)
Added a whole lot of additional checks, tested against 6 different versions
down the timeline, hopefully, now finally all is well.
fixed frame colors for letterbox drawing (happens when in camera view).
Cause is unclear, seems some sort of strange graphics driver thing on 32 bit.
Changes are a fix for the incorrect usage of glViewport, and avoiding the extra
clear if it's not needed.
* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places
The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.
On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.
If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.
The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.
* removed a lot of old cruft code for ancient ffmpeg versions
* made it compile again against latest ffmpeg / libav GIT
(also shouldn't break distro ffmpegs, since those API changes
have been introduced over a year ago. If it nevertheless breaks,
please send me an email)
* Adding a BL_Action and a BL_ActionManager
* Each KX_GameObject has a BL_ActionManager, which can control up to for BL_Action objects at a given time
* Currently, the only interface to BL_ActionManager is through KX_GameObject via Python
* Only armature animations are currently supported
- rename 'name', 'dir' --> 'filepath' where these actually represent a file path to avoid confusion.
- bugfix for possible (but unlikely) uninitialized string.
- remove commented script append function, now we have a python api for this.
This fixes frame colors not showing up right when using letterbox in the embedded player. Frames are drawn by clearing the whole canvas and then changing the viewport to be within the frames. The problem is that the embedded player's canvas is setup to be within the frames. This means that the extra that would normally be cleared and filled with the frame color is instead the gray color of Blender's region since nothing is actually drawn there by the BGE. To solve this, I just handle the frames in BL_KetsjiEmbedStart.
The tracker description:
"This patch fixes this bug:
http://projects.blender.org/tracker/index.php?func=detail&aid=25487&group_id=9&atid=306
This was accomplished by making sure the KX_GameObject's object color gets set during the conversion process in the method gameobject_from_blenderobject. Otherwise all the values for object color default to 0. The reason adding an IPO worked as a work around is because it set the object color."
The bug report mentioned is bug [#25487] "BGE: Object Color only works when it has a keyed frame"
The patch can also be found in http://codereview.appspot.com/4431072/
##############
This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window.
Usage:
blenderplayer.exe -i 123456 -m 16 file.blend
where:
123456 - parent window handler (integer, default: 0)
16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1)
##############
This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =)
The Multisampling work for blenderplayer as a whole.
Missing functionalities:
- to expose the multisampling to the ui (so far it only works in console)
- window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over)
- handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together.
Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
Never memset(&ob, 0,sizeof(class)) when there is a constructor, it overrides all memory.
The problem was that the memset(0) was setting the scaling to (0,0,0), the height of the cone became 'infinity'
so GJK would iterate 'MAX_ITER' without converging due to this #NAN value
* Adding keyword arguments to LibLoad
- load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
- verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
* Also making error reporting better for when an invalid group/idcode is given.
add PhysicsConstraints.exportBulletFile(char* fileName) python command
I'll be checking the bf-committers mailing list, in case this commit broke stuff
scons needs to be updated, I'll do that in a second.
---------------------------------------------------------------------------
The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =)
I'm adding some comments to help on that.
Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.
Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min.
.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint"
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
X_Material's mScene member variable wasn't properly set on merge if it didn't have an mBlenderShader defined. This patch always makes sure it gets set on merge.
example of usage:
0) Game Properties: text (String) and log (Boolean=True)
1) Keyboard Sensor set to AllKeys with log as logging and text as Target
2) Expression Controller: text=="quit\n"
3) Game Actuator: Quit Game
[1] <-> [2] <-> [3] .:. this will quit the game when you write quit + Enter
4) Keyboard Sensor: set to Return
5) And Controller
6) Property Actuator: Assign text property to ""
[4] <-> [5] <-> [6] .:. this will reset the string everytime you press Enter
# # # # # # # # # # # # # # # # # # # # # # #
Since the change is in the InputParser.cpp it actually affects all the text
input fields in the Logic Editor. So for instance you can use it in the
assign Property Actuator.
# # # # # # # # # # # # # # # # # # # # # # #
Connect an expression controller: text="idclip\n" with an actuator to disable
the Collision of your walls and you can re-create Doom with only Logic Bricks (:
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float.
Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
----------------------------------
While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.
This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.
Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.
Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers
In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
Since rev.2 (hans ftw) we have a strange situation where horizon color was being used at Convert time for the WorldInfo background color (and for the fog). However through the Python API only the Rasterizer background color was being updated. On top of that the KX_KetsjiEngine.cpp::SetBackGround was using the WorldInfo bgcolor when render mode was the potato one (TEXTURED). Bottomline, when in potato mode the glClearColor used was the original one in worldinfo, not the API updated one in Rasterized.
implemented the support for animated colors and a workaround for non animated colors. To be cleaned if/when this bug is fixed:
[#25487] BGE: Object Color only works when it has a keyed frame
* also increased the size of the text. Now it supports 280 (or 140 unicode) chars.
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
In windows this was producing Linking dependence errors because we have BLF_api.h in the /blenfont/ and blf_api.h in /python/generic/. It doesn't produces crash out of the box but I was trying to link both "api" files to the same project (Ketjsi folder). For the linking order was determining what header to use. A workaround is to "include" the file using some ../../ relative folder. But renaming it is less error prone.
Probably Ketsji folder shouldn't link to BLF_api.h anyways, but this is something I will look better later before another commit. In the mean time it's not a good idea to have 2 api files with the same name (for non case-sensitive systems).
from the tracker:
"""The required functionality is provided by the localOrientation property: setting this value will change the dynamic object orientation. This is because dynamic object have no parent and thus the local and world orientation are identical. However, setting worldOrientation will only change the scenegraph node, which has no effect as the physics controller will reset the orientation on next physics synchronization."""
This is a bug as old as the ability to change the actuator values through Python.
For the records: although Blender supports floats as frame values BGE doesn't. It could but it doesn't. So only integers (longs) will be valid start/end frames.
- Exceptions from reading vector values in the game engine where not being caught.
- Also wrote specific KX_GameObject exceptions, without these the errors are quite confusing.
- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2.
- Remove scaling and use do_versions to adjust existing files.
we were using SENSOR_RAY for the radar sensor axis. However the Ray axis is inverted (God knows why) so I created a set of defines only for radar sensor.
Also I thought it was a good idea to replace some hardcoded values in Radar and Ray codes by their defines in DNA_sensor_types.h (similar to what Benoit did for Armature Sensor, so I see no problem on that).
Here is a image of it in action:
http://www.pasteall.org/pic/show.php?id=6351
What it monitors:
* VRAM used by textures created via bf_gpu and BL_Textures
What it does not monitor:
* VRAM used by the Blender ui
* VRAM used by 2d filters
* VRAM allocated by the user via KX_Scene.pre_draw and KX_Scene.pre_draw
- incorrect range check broke ZYX euler rotations, use MIN/MAX constants so this doesn't happen again.
- BGE Armature PyAPI also wasn't using correct min/max with rotation modes.
- clamp on file read rather then when calling the rotation functions, so developers don't use invalid args without realizing it.
- added assert() checks for debug builds so invalid axis constants don't slip through.
* Built-in filters were not being analyzed, which means no depth or luminance textures for them
* Removed an unnecessary if that becomes really hairy when new built-in filters are added (ie, when filters are defined beyond the value used for custom filters)