Commit Graph

386 Commits

Author SHA1 Message Date
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
db4071d2b6 BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area. 2011-08-17 09:38:50 +00:00
1f65b3b1a8 BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4). 2011-07-26 06:10:05 +00:00
6d5080783e svn merge -r38500:38600 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-07-26 04:17:15 +00:00
2dc6b8f835 svn merge -r37700:37800 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-07-25 14:34:36 +00:00
Dalai Felinto
f2e055f4a4 bugfix: [#27348] blenderplayer showing a different viewport size in 2.57b
I believe this bug was there since we (me) moved the game settings to scene->gm
Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic)
we were already using it for videotexture so I don't know why we were not here.

Tested in OSX, but it should be working in all OSs.
2011-07-19 01:41:45 +00:00
Dalai Felinto
0c8311fdf9 revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
This was causing a lot of backward compatibility problems and side effects.

It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told).
If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
2011-06-23 22:29:02 +00:00
Nick Samarin
5ceb8b3d35 synched with trunk at revision 37212 2011-06-05 18:51:00 +00:00
08d6932c86 svn merge -r36900:37028 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-05-31 05:11:04 +00:00
884b9d1557 BGE: fix bug #26775, crash when physics constraint is defined on non-active objects. Patch provided by Sergey Sharybin, verified and applied. 2011-05-30 15:40:01 +00:00
88f4087a57 svn merge -r36725:36801 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-05-20 16:52:10 +00:00
Nathan Letwory
2eed2a7f58 fix for r36723 - putting extern Material inside code like that results in wrong linking. Move to proper place so that linking goes right. 2011-05-17 16:20:07 +00:00
4514be8f4f svn merge -r36672:36725 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-05-17 07:03:12 +00:00
0858904571 fix [#27414] no-material renders differently in View3D vs BGE
when a texface layer exists this still overrides the default material.
2011-05-17 02:44:52 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
5776d7ff9c svn merge -r36529:36564 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-05-09 09:38:48 +00:00
6ef77cf95a =bmesh= merge from trunk at r36529 2011-05-08 23:43:18 +00:00
2aea765d6e Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
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"
2011-05-08 03:42:24 +00:00
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00
c98148a963 =bmesh= merge from trunk at r36153 2011-04-15 01:19:13 +00:00
1c6956a4d6 quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +00:00
Dalai Felinto
12f77ddb9e BGE fix: complement to recent patch for Rigid Body Constraint. patch by Juha Mäki-Kanto (kanttori) 2011-02-28 20:22:28 +00:00
Dalai Felinto
ac1b08a928 BGE patch: [#26223] Some RigidBody joints fixes (ui angles, conetwist/hinge limits etc) by Juha Mäki-Kanto + ui changes pour moi
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 :)
2011-02-27 09:21:13 +00:00
f01261d040 merge with/from trunk at r35190 2011-02-27 06:19:40 +00:00
Nathan Letwory
ab523e91d0 doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +00:00