Commit Graph

412 Commits

Author SHA1 Message Date
Nick Samarin
5ceb8b3d35 synched with trunk at revision 37212 2011-06-05 18:51:00 +00:00
09da9d4393 cmake maintenance
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00
11014aa34b access pythons code object directly rather than attribute access. 2011-05-29 11:05:52 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +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
91881dce85 - include for BGE joystick sensor
- remove print from numinput and get rid of some float/double warnings.
- nicer align line-number in text  editor.
2011-03-30 04:58:45 +00:00
cfd9d6d190 Drop support for python 3.1.
for building py3.2 on *nix see:
  http://wiki.blender.org/index.php?title=Dev:2.5/Doc/Building_Blender/Linux/Troubleshooting#Python

also fixed possible buffer overrun with getting the fake filepath for a blender textblock.
2011-03-07 11:53:40 +00:00
3a590b4ec7 patch [#26366] More detailed Python error reporting for the BGE
from Alex Fraser (z0r)

    Now object name is shown with python error.
2011-03-05 11:08:22 +00:00
Nathan Letwory
344caea0b3 doxygen: gameengine/GameLogic tagged. 2011-02-25 13:32:11 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Nathan Letwory
5138615554 doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
b5e3d2a2ea Bugfix #25803 (LibLoad'ed scene objects don't have timer property updated)
The KX_Scenes' SCA_TimeEventManagers were not being merged. These handle the timer prop
2011-02-21 23:44:11 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
89c617a116 remove nan-makefiles 2011-01-30 15:29:22 +00:00
6a2e5ad599 [#25815] Patch gcc 4.6
with minor edits, made sure it works in CMake too.
2011-01-27 00:02:25 +00:00
3b0c2accc6 support building with python3.2 2011-01-18 21:39:50 +00:00
8cf1184c04 bad spelling; 'indicies' --> 'indices' 2011-01-18 01:58:19 +00:00
5e382eb8e5 rename blenderlib to blender_add_lib 2010-12-22 23:09:30 +00:00
afacd18498 use lowercase for cmake builtin names and macros, remove contents in else() and endif() which is no longer needed. 2010-12-08 08:43:06 +00:00
1dd1cea06e fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,
This define wasn't set in some parts of the BGE causing problems with the view matrix.
in CMake define for the entire BGE fixes this.
2010-11-29 07:56:45 +00:00
e8397e6193 include headers in cmake source, added a script to check for consistency, reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-29 04:35:56 +00:00
da1f288f50 rename libs internal libs for CMake + SCons (used in MSVC project files)
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-18 11:42:05 +00:00
0876fce009 rename and negate DISABLE_PYTHON --> WITH_PYTHON 2010-10-31 04:11:39 +00:00
c6976e7351 use explicit file paths for CMake rather then globing, This is recommended by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html

Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-23 04:05:55 +00:00
a9f79ee536 Quiet compiler warnings. 2010-10-20 12:33:00 +00:00
f49fc58df6 enable building the game engine without bullet for scons & cmake 2010-10-10 07:01:56 +00:00
bd00aa9727 patch [#23781] Dynamically Load Actions
from Mitchell Stokes (moguri)
2010-10-09 10:45:25 +00:00
Nathan Letwory
663ce490e0 Enable CXX_GUARDEDALLOC support through SCons. 2010-10-08 20:39:56 +00:00
Nick Samarin
90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
2406ebe1a4 - added back zlib include (needed for win32).
- use list append in more places.
- remove non existing include dir.
2010-09-07 01:13:10 +00:00
a8269c8946 SVN maintenance. 2010-09-03 03:30:20 +00:00
57e0d677c6 Committing patch [#23489] add method getEventStatus() to PythonKeyboard and PythonMouse by Geoff Gollmer (gomer)
This patch makes SCA_PythonKeyboard.events and SCA_PythonMouse.events return a dictionary of all inputs (including inactive) instead of a list of active inputs.

Example usage:
import bge

if bge.logic.keyboard.events[bge.events.SPACEBAR] = bge.logic.KX_INPUT_JUST_ACTIVATED:
  print("Spacebar pressed!")

A couple of changes to the patch:
  * Wrap python stuff in #ifndef DISABLE_PYTHON
  * Clear and decref m_event_dict in the destructors

A couple of things not related to the patch:
  * Made member variables private
  * Removed a commented out (and no longer used) method (SCA_PythonMouse.show())
2010-08-30 00:18:50 +00:00
Nathan Letwory
6c113b54b3 Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00
0be08725ad Py API (GSoC): Second merging commit
Rough summary of fixes/changes:
- Blender Py API: GameLogic -> bge.logic
- Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs.
- Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b]
- Py API: Renaming _owner attribute of mathutils classes to owner.
- Fix some minor errors in mathutils and blf.
- Enabling game engine autoplay again based on a patch by Dalai:
  * The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error.
  * The 3D view are is made fullscreen.
  * Quad view, header, properties and toolbox panel are all hidden to get the maximum view.
  * If the game engine full screen setting is set, the game starts in fullscreen.
- Fix for ipo conversion on file transition in the game engine.
2010-08-16 12:14:09 +00:00
95aa8cfa4a Update address in license block. 2010-08-10 21:22:26 +00:00
Nick Samarin
f09cd6974e synched with trunk at revision 31065 2010-08-05 13:54:56 +00:00
a0cece42c6 bugfix [#23148] "ImportError: __import__ not found" on changing Render FPS
The BGE was getting the namespace dict directly from __main__ which conflicts
with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution.

Simple fix is to have the BGE and Blender use the same method of getting namespaces.
Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c

pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
2010-08-05 03:25:45 +00:00
940d1dcd0a remove commented scons lines from cmake files, fixed use of pointer poll function for ID drobdowns (currently unused) 2010-08-03 08:12:55 +00:00
f7b046c108 Hopefully fix building with MSVC 2008 from rev 30746.
SCA_PythonController.cpp(303) : error C2133: 'mod_path' : unknown size
2010-07-26 17:46:10 +00:00
ed5d0bb62f patch from Mitchell Stokes with some changes.
BGE Py Controllers were effectively doing this...
 "a.b.c" --> "__import__('a').b.c()"

This was annoying because it meant module 'a' would need to import 'b' explicitly.

Now use import like this.
 "a.b.c" --> "__import__("a.b").c()"

Note that this has the slight disadvantage that these need to be modules, where as before they could be collections of functions in a class instance for eg. So its possible this breaks existing files but dont think anyone used this since its a fairly obscure use case.
2010-07-26 08:49:16 +00:00
Nick Samarin
c6ea23c77c synched with trunk at revision 30597 2010-07-21 20:54:53 +00:00
fd31436897 spelling correction: alredy --> already 2010-07-17 18:08:14 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
556b57febf get rid of some warnings,
removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
2010-06-05 15:31:55 +00:00
Nick Samarin
05b92f0fc9 Added new actuator type for following steering behaviors: seek, flee, path following; renamed KX_Pathfinder to KX_NavMeshObject 2010-05-31 22:35:22 +00:00
Dalai Felinto
edc56fae18 BGE Fix: [#19951] mouse over sensor is broken with letterboxing framing
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).

(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)

I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-23 22:48:26 +00:00
45abe2baf2 Added F13 - F19 keys for game engine too. 2010-04-20 01:04:00 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00