Commit Graph

310 Commits

Author SHA1 Message Date
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
b9a2741f68 code cleanup: remove unused defines 2012-04-23 08:05:02 +00:00
6b006059ec Fix #31016: rigid body joint constraint in game engine did not respect constraint
enable/disable option.
2012-04-19 15:14:28 +00:00
5061f2eb62 fix [#30839] Blender crashes while open/close a scene and deletes .blend-file 2012-04-10 13:10:44 +00:00
dabcdc1532 Warning Fixes - const correctness in unicode encoding, unused variables in blenlib, and some type conversions
This is from a patch that is in the tracker, but it leaves out a fix of BLI_gzopen which needs more work.
2012-04-09 01:16:19 +00:00
f22f60e7c4 BGE: This fixes a problem where lamps in inactive layers were rendering shadows buffers that never got used, which was a huge performance sink. 2012-03-29 01:56:08 +00:00
07065b27b8 style cleanup 2012-03-28 05:03:24 +00:00
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
4f19c1a995 spelling cleanup 2012-03-18 07:38:51 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
a2c182e923 style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide). 2012-03-03 16:31:46 +00:00
3fc2fbc333 style cleanup, use { on newline after function definition.
spelling 'impliment' -> 'implement'
2012-02-25 16:49:59 +00:00
6cfb67b549 fix for meshes not showing up in the game engine. 2012-02-23 14:24:45 +00:00
40c59b1a3d minor edits to have the game engine and player building. 2012-02-19 23:36:10 +00:00
705f23064e svn merge ^/trunk/blender -r43294:43338 2012-01-13 01:39:57 +00:00
a3d1e35d5e de-duplicate object conversion code in BGE 2012-01-12 09:02:29 +00:00
50ca81154e svn merge ^/trunk/blender -r42973:42991 2011-12-30 09:23:06 +00:00
6d965f4493 style edits for function declarations 2011-12-30 07:55:15 +00:00
4ced91da47 svn merge ^/trunk/blender -r42778:42839 2011-12-23 08:41:53 +00:00
2f90cfd423 SVN maintenance. 2011-12-21 20:32:29 +00:00
84b58df85a svn merge ^/trunk/blender -r42742:42757 2011-12-20 08:09:46 +00:00
Dalai Felinto
32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00
e936c78251 svn merge ^/trunk/blender -r41503:41575 2011-11-06 10:38:44 +00:00
b0adf37ef9 - view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
2011-11-05 02:30:25 +00:00
77934cfaed Fix #28865: Draw_bounds_type does not display Polyhedron or Capsule types
Separate DNA properties for bounding box used for bounding box display
in 3d viewport and bounding box used for collision detection in game engine.

Bumped subversion for proper updating old files to new system, but it
need more complex testing.
2011-11-04 15:53:34 +00:00
4ea816837d Configurable sensor size:
- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
  size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
  deal fine with this changes. Other exporters would be updated soon.
2011-11-04 14:36:06 +00:00
0701982933 svn merge -r41329:41335 ^/trunk/blender 2011-10-28 12:57:37 +00:00
0d63bb005f replace VECCOPY and QUATCOPY with inline funcs. 2011-10-28 12:40:15 +00:00
15e6d6cd75 svn merge ^/trunk/blender -r41226:41227 . 2011-10-24 12:43:08 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
0c151167e5 svn merge ^/trunk/blender -r40997:41005 (to integrate the MSVC build fixes over to bmesh) 2011-10-14 16:23:41 +00:00
0c0259d931 fix [#28909] OpenCollada export / import sintel lite v2.1 crashes on import. 2011-10-14 02:31:04 +00:00
9f8608a8ec svn merge ^/trunk/blender -r40950:40997, bmesh is in sync with head again 2011-10-14 01:49:37 +00:00
d893ac690c rename confusing constants (no functional change)
- OB_BOUND_POLYT --> OB_BOUND_CONVEX_HULL
- OB_BOUND_POLYH --> OB_BOUND_TRIANGLE_MESH
2011-10-13 22:14:41 +00:00
effea8c29b svn merge ^/trunk/blender -r40511:40587 2011-09-27 03:12:31 +00:00
274b9c8fb8 whitespace cleanup 2011-09-25 12:31:21 +00:00
a13f94865a svn merge ^/trunk/blender -r40371:40372 2011-09-23 05:59:37 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
75b3936128 svn merge -r40075:40104 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-10 23:49:39 +00:00
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
8e232af37c svn merge -r39831:39877 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-03 02:49:21 +00:00
2365c64014 whitespace bge edits 2011-09-01 02:12:53 +00:00
fb3f7d9566 svn merge -r39792:39829 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-01 00:56:21 +00:00
9bc92b2146 svn merge -r39781:39792 https://svn.blender.org/svnroot/bf-blender/trunk/blender, merge pepper, manually merged source/blender/editors/transform/transform_generics.c 2011-09-01 00:35:30 +00:00
471c005137 typo fix: end of lines ;; --> ; 2011-08-31 01:07:55 +00:00
43ab8e8624 * Merge trunk up to r39790.
* Subversion bump (also for init_userdef_do_versions).
* Minor fix for compilation without ffmpeg.
2011-08-30 08:22:03 +00:00
5065d4c744 svn merge -r39664:39762 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-08-29 00:46:56 +00:00
7fc26e0123 Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport and BGE" by me.
Description from the tracker:
"It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
2011-08-24 20:28:54 +00:00