Commit Graph

29 Commits

Author SHA1 Message Date
Benoit Bolsee
96486b356f fix BGE bug #8668: Behavior of os.getcwd() is not consistent between operating systems
Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer.
Fix the game actuator in the BlenderPlayer to work like in Blender: 
- try first to load the .blend from the current working directory
- if not found, try to load from the startup .blend or runtime base directory
2008-05-11 18:45:30 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Kent Mein
867e12836b This patch spawns from this game engine issue:
[#7113] GE crash pressing as soon as P on 64 bit


Note:         glext.h has been removed from the source
        If you get errors compiling with it you have 2 options
                download/install 	glext.h        (preferred method)
                or set WITH_BF_GLEXT=false
        If your a user and having problems with game engine try
                setting the env var: WITHOUT_GLEXT 1

Kent
2008-04-16 17:40:59 +00:00
Kent Mein
b73ba9c181 This commit reverts the #include <mesa/glu.h>
stuff used for peach to the standard <GL/glu.h>
the mesa stuff was needed for the machines for peach but its
not the stanard location of the headers, now that its not
needed were switching it back.

Kent
2008-04-02 15:03:03 +00:00
Benoit Bolsee
13aa413361 patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files 2008-02-15 23:12:03 +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
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
Erwin Coumans
6b90f20e87 some minor webplugin changes, new loading .blend, upgraded version to 2.42, enabled PhysicsConstraints module within sandbox. 2006-07-06 07:58:07 +00:00
Erwin Coumans
4a5826fa83 Patch from Charlie:
Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this

This should fix the following bugs:
[ #3789 ]
[ #3815 ]

possiblyy fixes:
[ #3834 ]
2006-05-13 23:31:36 +00:00
Erwin Coumans
6839ec6640 applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements. 2006-04-02 21:04:20 +00:00
Erwin Coumans
e4790aef46 Improved OpenGL Shader Language support for game engine. The python interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip

patch by Charlie Carley (snailrose @ elysiun.com)
2006-02-13 05:45:32 +00:00
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +00:00
Erwin Coumans
6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00
Erwin Coumans
c94455c14d more linux game engine work. hopefully works now! 2006-01-08 09:37:15 +00:00
Erwin Coumans
0a252adb99 use relative paths to avoid including extra folder 2006-01-06 20:35:02 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00
Erwin Coumans
dad6ef9045 added physics-debugging
didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
2005-07-29 18:14:41 +00:00
Erwin Coumans
411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Kester Maddock
657eff7ed7 Port stereo stuff from tuhopuu2: anaglyph, vinterlace 2004-10-24 11:03:18 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Kester Maddock
baa2f99f07 Port Python updates from Tuhopuu2:
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
2004-07-17 05:28:23 +00:00
Kester Maddock
c16444e624 Python updates:
Added scene module
2004-06-07 11:03:12 +00:00
Kester Maddock
1217928e66 Fixes for Camera objects and python:
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
2004-05-21 09:18:42 +00:00
Kester Maddock
3e6b05f607 Python utils for Python <-> MT_Vector, MT_Point & MT_Matrix 2004-05-16 12:53:54 +00:00
Kester Maddock
27c7048b9f Don't import Blender python module into the gameengine. It causes link problems for blenderplayer.
Added a python function for MT_Vector4s
2004-04-08 11:43:41 +00:00
Kester Maddock
8e5fd5bba3 Added blender python module to game engine.
Updated Scons & Makefile
2004-04-02 13:21:04 +00:00
Kent Mein
209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00