Revert of "SVN commit: /data/svn/bf-blender [36957]
trunk/blender/source/gameengine/ VideoTexture/VideoFFmpeg.cpp: fix for
ffmpeg linking in BGE ( patch by Jens Verwiebe (jensverwiebe) over IRC)"
Sorry folks, that patch breaks current ffmpeg GIT version.
Good news: it's all handled now automagically by ffmpeg_compat.h in
intern/ffmpeg
so: everything should be fine and dandy for very old and very new versions.
Added central compatibility header file, which enables blender to compile
against very old ffmpeg versions as well as very new versions using the
*NEW* API. (Old API functions are simulated using macros and inline functions)
Added a whole lot of additional checks, tested against 6 different versions
down the timeline, hopefully, now finally all is well.
fixed frame colors for letterbox drawing (happens when in camera view).
Cause is unclear, seems some sort of strange graphics driver thing on 32 bit.
Changes are a fix for the incorrect usage of glViewport, and avoiding the extra
clear if it's not needed.
* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places
The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.
On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.
If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.
The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.
* removed a lot of old cruft code for ancient ffmpeg versions
* made it compile again against latest ffmpeg / libav GIT
(also shouldn't break distro ffmpegs, since those API changes
have been introduced over a year ago. If it nevertheless breaks,
please send me an email)
* Adding a BL_Action and a BL_ActionManager
* Each KX_GameObject has a BL_ActionManager, which can control up to for BL_Action objects at a given time
* Currently, the only interface to BL_ActionManager is through KX_GameObject via Python
* Only armature animations are currently supported
- rename 'name', 'dir' --> 'filepath' where these actually represent a file path to avoid confusion.
- bugfix for possible (but unlikely) uninitialized string.
- remove commented script append function, now we have a python api for this.
This fixes frame colors not showing up right when using letterbox in the embedded player. Frames are drawn by clearing the whole canvas and then changing the viewport to be within the frames. The problem is that the embedded player's canvas is setup to be within the frames. This means that the extra that would normally be cleared and filled with the frame color is instead the gray color of Blender's region since nothing is actually drawn there by the BGE. To solve this, I just handle the frames in BL_KetsjiEmbedStart.
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"
The patch can also be found in http://codereview.appspot.com/4431072/
##############
This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window.
Usage:
blenderplayer.exe -i 123456 -m 16 file.blend
where:
123456 - parent window handler (integer, default: 0)
16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1)
##############
This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =)
The Multisampling work for blenderplayer as a whole.
Missing functionalities:
- to expose the multisampling to the ui (so far it only works in console)
- window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over)
- handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together.
Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
Never memset(&ob, 0,sizeof(class)) when there is a constructor, it overrides all memory.
The problem was that the memset(0) was setting the scaling to (0,0,0), the height of the cone became 'infinity'
so GJK would iterate 'MAX_ITER' without converging due to this #NAN value
* Adding keyword arguments to LibLoad
- load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
- verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
* Also making error reporting better for when an invalid group/idcode is given.
add PhysicsConstraints.exportBulletFile(char* fileName) python command
I'll be checking the bf-committers mailing list, in case this commit broke stuff
scons needs to be updated, I'll do that in a second.