Commit Graph

190 Commits

Author SHA1 Message Date
Sybren A. Stüvel
77ce7eb541 Revert "BGE: Fix T44557 GameLogic module memory leak."
This reverts commit cd24871706411b2afd6e098e2b7c95c94bc2de38.
The commit re-introduced problems with starting the game engine
multiple times in the same run of Blender.
2015-08-26 11:13:50 +02:00
Porteries Tristan
8444f7ba2b BGE: Fix T42679: Python physics environment not setted for python control script. 2015-08-23 14:34:04 +02:00
Porteries Tristan
cd24871706 BGE: Fix T44557 GameLogic module memory leak.
This reverts commit 7a28ca4398465be1d6d57079e4b27c3a03418745.
2015-08-20 12:06:54 +02:00
Jörg Müller
a0cbebf404 Audaspace: fixing problems for the merge to master suggested by Campbell and Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
2015-07-28 14:01:53 +02:00
Jörg Müller
f700c1f3a8 Audaspace: name fixes and external library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
8528d76dad Audaspace: external audaspace library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
733073550f Audaspace: use standalone library.
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
2015-07-28 14:01:52 +02:00
Jörg Müller
96dd213e7e Audaspace: preparing to use standalone library.
- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28 14:01:52 +02:00
Jorge Bernal
6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00
Thomas Szepe
931c3e6544 BGE: Code clean up for world (mist, background, ambient)
Code clean up for BGE world mist, background and global ambient color.
Move mist render update to BlenderWolrdInfo

Reviewers: moguri, brecht

Reviewed By: moguri, brecht

Differential Revision: https://developer.blender.org/D152
2015-03-23 22:49:38 +01:00
Ines Almeida
9bfdcc4d32 gameengine: removing addInitFromFrame hack 2015-02-21 12:16:20 +00:00
Sybren A. Stüvel
2b01b71339 Fix T43565: BGE removed unneeded if/else in BL_KetsjiEmbedStart 2015-02-10 21:28:18 +01:00
Campbell Barton
29d2c71117 Fix for bool flag use 2015-01-07 12:08:55 +11:00
Jason Wilkins
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
Antony Riakiotakis
eb464eed57 Fix game engine not supporting material view.
Force textured view in that case. Also correct a few uses of the GLSL
flag in the viewport. Should only be relevant for textured viewport.
2014-09-23 20:40:27 +02:00
Campbell Barton
10af70cef8 Support for building without Python 2014-06-17 22:00:13 +10:00
Campbell Barton
2645660bed Correct last commit: workaround for BGE 2014-06-03 11:32:45 +10:00
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
Campbell Barton
3b71cab420 Fix T38110: GameEngine keyboard sensor ignores unicode characters 2014-01-23 14:58:04 +11:00
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
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
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
Mitchell Stokes
f7388c1f2e BGE: Cleaning up the vsync code a little. 2013-08-26 08:14:52 +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
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
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
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
Brecht Van Lommel
feeab1ad53 Fix #34997: when starting the game engine in one window and switching to a second
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.

Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-18 16:28:39 +00:00
Mitchell Stokes
d2b14ed4f0 BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping(). 2013-04-14 00:40:24 +00:00
Campbell Barton
0874237358 code cleanup: bge warnings 2013-04-04 23:16:23 +00:00
Brecht Van Lommel
4f3ca854e1 Fix various warnings with clang build, and adjust cmake clang warnings flags
to include a few more that gcc is using too.
2013-02-26 21:58:06 +00:00
Dalai Felinto
2ecf27f56f BGE projection code fix: old patch #28893 (to fix #28753) committed in rev.41131 changed the clipping for ortho camera from -far +far to +near +far. But also introduced this -far +far when using 3dviewport camera (which shouldn't). 2013-02-22 01:48:53 +00:00
Mitchell Stokes
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
Campbell Barton
0ddc77f913 code cleanup: warnings 2012-12-19 01:48:54 +00:00
Mitchell Stokes
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
Campbell Barton
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
beac985ab7 code cleanup: make local game engine functions static 2012-09-16 00:22:55 +00:00
Campbell Barton
232571c61a code cleanup: replace macro for BLI_rect size/center with inline functions. 2012-09-15 11:48:20 +00:00
Campbell Barton
04b5ef20f1 style cleanup: indentation 2012-09-06 02:20:03 +00:00
Campbell Barton
914d389713 fix for building without python, also rework python-main-loop control in the BGE to not use RNA (use lower level BKE/BLI funcs instead) 2012-09-04 03:26:12 +00:00
Benoit Bolsee
53f343edd7 ..\commmit_hive.txt 2012-09-01 21:23:05 +00:00
Campbell Barton
77f47799dd code cleanup: use BLI_RCT_SIZE macro 2012-08-20 23:06:17 +00:00
Campbell Barton
9b51503307 style cleanup 2012-07-21 22:58:08 +00:00
Campbell Barton
d0e892a728 quiet double promotion warnings for the game engine. 2012-07-18 23:03:27 +00:00
Mitchell Stokes
62b254e42a This fixes BGE bugs #30484 (Frame rate increases very high after game engine start with record animation enabled) and #29449 (Record Animation runs 1000+ fps on Mac OSX 10.6.8 64bit). The problem was, recording animation was forcing "fixed time", which always advances the engine one frame instead of advancing based on time passed. This means that "fixed time" runs at full speed. Now fixed time is disabled when recording animation. 2012-04-05 03:05:02 +00:00
Campbell Barton
07065b27b8 style cleanup 2012-03-28 05:03:24 +00:00
Campbell Barton
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
Campbell Barton
5ebe91ca1f change camera zoom from short to float. 2012-03-07 19:42:22 +00:00