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
Mitchell Stokes
e5a1b1b526
Fix for [ #32469 ] "standalone blenderplayer no longer starts in lastest build" reported by narutocanada. It looks like the Hive commit (r50310) didn't take changes from r49998 into account, so it was still relying on Ghost events to push the engine along instead of calling app->EngineNextFrame().
2012-09-04 02:33:37 +00:00
Campbell Barton
aaafa0c2fe
code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later.
2012-09-03 22:04:14 +00:00
Benoit Bolsee
53f343edd7
..\commmit_hive.txt
2012-09-01 21:23:05 +00:00
Mitchell Stokes
b78b1924f3
BGE: Make sure lib loaded cameras are added to the active scene's camera list.
2012-08-26 23:17:50 +00:00
Campbell Barton
ee96cde864
style cleanup: whitespace
2012-08-26 11:35:43 +00:00
Sergey Sharybin
1b487e9948
Some FFmpeg changes
...
- Make FFmpeg initialization called from creator, not from functions
which requires FFmpeg. Makes it easier to follow when initialization
should happen.
- Enable DNxHD codec. It was commented a while ago due to some strange
behavior on some platforms. Re-tested it on Linux and Windows and
it seemd to be working quite nice. Would let it be tested further,
if it wouldn't be stable enough, easy to comment it again.
- Make non-error messages from writeffmpeg.c printed only if ffmpeg
debug argument was passed to blender. Reduces console pollution
with messages which are not useful for general troubleshooting.
Error messages would still be printed to the console.
- Show FFmpeg error message when video stream failed to allocate.
makes it easier to understand what exactly is wrong from Blender
interface, no need to restart blender with FFmpeg debug flag and
check for console messages.
Used custom log callback for this which stores last error message
in static variable. This is not thread safe, but with current
design FFmpeg routines could not be called form several threads
anyway, so think it's fine solution/
2012-08-26 11:01:14 +00:00
Campbell Barton
ed0489bb6e
style cleanup: also spelling
2012-08-24 23:22:34 +00:00
Campbell Barton
9ecc6fdcc7
style cleanup
2012-08-23 07:10:48 +00:00
Campbell Barton
77f47799dd
code cleanup: use BLI_RCT_SIZE macro
2012-08-20 23:06:17 +00:00
Dalai Felinto
59c8c645c3
patch/bugfix [ #32006 ] Fix for Collision Sensor - R6025 pure virtual function call crash when deleting objects in overlay scene by Jay Parker(battery) Fix for bug [ #30477 ] Collision Sensor - R6025 pure virtual function call crash
2012-08-19 20:45:34 +00:00
Mitchell Stokes
e4a6602a9a
Fix for [ #32361 ] "Blenderplayer quad-buffer maximum 100Hz Fps" reported by HG1.
...
Allowing the Blenderplayer to break 100fps by making it less dependent on Ghost's messages.
2012-08-18 23:46:37 +00:00
Campbell Barton
9e742ffc2b
style cleanup: also correct some doxy comments
2012-08-18 13:07:48 +00:00
Mitchell Stokes
a6d1b955ab
Moving more duplicate code from GPU_create_gl_tex_compressed() and BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
2012-08-18 03:32:28 +00:00
Campbell Barton
b96c622015
style cleanup
2012-08-11 22:12:32 +00:00
Mitchell Stokes
47c7266522
Accidentally did a commit when I wanted to revert... (ignore my last revision)
2012-08-08 01:29:20 +00:00
Mitchell Stokes
843b45cafa
2012-08-08 01:24:48 +00:00
Campbell Barton
fd666b2c78
fix for bge module imports so you can do for eg:
...
import bge.render as render
2012-08-06 14:29:25 +00:00
Mitchell Stokes
583fa7d1ea
Fix for [ #32054 ] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
2012-08-06 00:53:26 +00:00
Mitchell Stokes
958dc02774
Fix for [ #32270 ] "Removing a Character object from the scene causes a crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
2012-08-05 22:31:55 +00:00
Mitchell Stokes
a71fcd6a13
BGE: Fixing a NULL pointer exception caused by calling KX_Scene.active_camera when there is no camera in the scene.
2012-08-05 07:01:08 +00:00
Campbell Barton
3d20474414
style cleanup
2012-08-04 19:34:38 +00:00
Campbell Barton
6972e19fd5
code cleanup:
...
- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
2012-08-03 22:12:57 +00:00
Campbell Barton
e86e5074f6
code cleanup: double promotion warnings
2012-08-02 21:17:12 +00:00
Sergej Reich
ce90041239
game engine: Fix CcdPhysicsEnvironment functions that accessed m_solverInfo
...
The functions had no effect because m_solverInfo wasn't used anywhere.
Now we get the solver info from the dynamics world directly instead of using our own copy.
2012-08-01 17:59:32 +00:00
Campbell Barton
a199ae5368
style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-07-31 23:06:12 +00:00
Brecht Van Lommel
6d8fb7c0e7
Tweak to commit related to non-power-of-two textures, some cards claim to
...
support this but actually don't, so use the function that checks for that.
2012-07-31 15:05:14 +00:00
Mitchell Stokes
ae483e0cd2
BGE: When using the "Restrict Animation Updates" option, animations are now truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
2012-07-29 23:53:21 +00:00
Mitchell Stokes
0690f6287c
BGE: Fix for [ #31993 ] "BGE Vertex deformer optimized method does not work properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...).
2012-07-29 23:49:17 +00:00
Campbell Barton
f608b3c444
code cleanup:
...
- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
2012-07-29 17:49:14 +00:00
Mitchell Stokes
9d900fdd11
Fix for [ #32213 ] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
2012-07-29 06:28:50 +00:00
Mitchell Stokes
7755873771
Fix for [ #27484 ] "Run-time command line options don't work in Multi-texture mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
2012-07-29 05:59:03 +00:00
Mitchell Stokes
f5d643e950
BGE: Fixing a memory leaked caused by the character controller (CcdPhysicsController::m_characterController was not getting freed).
2012-07-29 00:34:18 +00:00
Mitchell Stokes
f405d8fa53
BGE: Fixing a performance regression with 2D filters. My changes caused a check to fail every frame resulting in constant recreation of textures.
2012-07-28 09:45:39 +00:00
Mitchell Stokes
f02254f026
Getting rid of some GLEW warnings when compiling ge_videotex in SCons.
2012-07-27 21:54:07 +00:00
Campbell Barton
4c2de5e0c7
fix some types and incorrect info
2012-07-26 17:41:09 +00:00
Mitchell Stokes
188da23192
Fix for [ #32185 ] "Incorrect physics for LibLoaded dupligroups" reported by Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects.
2012-07-26 09:35:52 +00:00
Mitchell Stokes
8f1666ee56
BGE: A better fix for using the Action Actuator with the Actuator Sensor. This one still allows frame properties to be updated after receiving a negative pulse. This also fixes bug [ #32179 ] "Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal" reported by Dalai.
2012-07-25 04:29:48 +00:00
Sergey Sharybin
69f7e96c5c
Hopefully Blender compiles again with MSVC
...
Seems to be a conflict between different areas defining
round() function.
2012-07-24 09:08:27 +00:00
Mitchell Stokes
37246b3ca1
BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
...
* distance
* lin_attenuation
* quad_attenuation
* spotsize
* spotblend
2012-07-23 20:24:35 +00:00
Mitchell Stokes
02b9ba16bc
Fix for bug [ #26122 ] "Overlay scene gets transparent when motion blur is enabled" reported by Alberto Torres Ruiz (dithi).
...
The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
2012-07-23 01:00:56 +00:00
Mitchell Stokes
7fb85e1fb7
BGE LibLoad: Allow the user to disable loading text datablocks if they want to attempt to increase security by not loading potential Python scripts.
2012-07-22 22:58:12 +00:00
Campbell Barton
fefddc320d
code cleanup: use cosf and sinf when both args and results are float values.
...
also remove local math functions in KX_Camera
2012-07-22 17:35:43 +00:00
Campbell Barton
9b51503307
style cleanup
2012-07-21 22:58:08 +00:00
Campbell Barton
62a73381a7
use fabsf when using floats.
2012-07-21 15:27:40 +00:00
Campbell Barton
d0e892a728
quiet double promotion warnings for the game engine.
2012-07-18 23:03:27 +00:00
Mitchell Stokes
52d2bae2bf
Fix for [ #32129 ] "2D filter texture width off by one?" reported by Alex Fraser (z0r).
...
The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
2012-07-18 05:51:44 +00:00
Campbell Barton
32cf7fcdb1
code cleanup: spelling
2012-07-16 23:23:33 +00:00
Mitchell Stokes
4f6cc9a9aa
BGE: The Action Actuator now returns correct values to work with the Actuator Sensor.
2012-07-16 03:43:57 +00:00
Mitchell Stokes
ac8c56c6fc
BGE: Better fix for the textures not working with custom shaders regression. Now custom shaders work, and textures aren't uploaded twice for GLSL materials (my earlier fix had some bad logic).
2012-07-14 04:43:32 +00:00