Commit Graph

289 Commits

Author SHA1 Message Date
5792e77239 Patch [#34373] Use i18n monospace font in Text editor and Python console
This patch allows Blender to display i18n monospace font in the text
editor and the Python interactive console. Wide characters that occupy
multiple columns such as CJK characters can be displayed correctly.
Furthermore, wrapping, selection, suggestion, cursor drawing, and
syntax highlighting should work.

Also fixes a bug [#34543]: In Text Editor false color in comment on cyrillic

To estimate how many columns each character occupies, this patch uses
wcwidth.c written by Markus Kuhn and distributed under MIT-style license:

  http://www.cl.cam.ac.uk/~mgk25/ucs/wcwidth.c

wcwidth.c is stored in extern/wcwidth and used as a static library.

This patch adds new API to blenfont, blenlib and blenkernel:

BLF_get_unifont_mono()
BLF_free_unifont_mono()
BLF_draw_mono()
BLI_wcwidth()
BLI_wcswidth()
BLI_str_utf8_char_width()
BLI_str_utf8_char_width_safe()
txt_utf8_offset_to_column()
txt_utf8_column_to_offset()
2013-03-12 07:25:53 +00:00
963b1c1b16 fix for own commit r54806 with argument order and multisampling. 2013-02-24 10:50:33 +00:00
630a31a900 fix for fullscreen on X11 (used by the BGE, not blender application),
changing the screen resolution wasn't still allowed for larger virtual desktops.

added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
2013-02-24 05:05:29 +00:00
c42b51ed96 GHOST/X11 - free memory allocated by XF86VidModeGetAllModeLines(),
Comment from Zr says this crashes but looks like this was because there was no check if the function failed to allocate to begin with.
2013-02-23 23:15:38 +00:00
b3c0896967 BGE: Fix for bug #34219 "Webcam support under Linux in Standalone broken" reported by Thomas Achtner (offtools).
No one bothered to update the player for ffmpeg changes made in August 2012. This meant the player was no longer calling avdevice_register_all(), and  ffmpeg would fail to open web cam streams.
2013-02-22 20:37:14 +00:00
dd83387e0b And one more "G.main" compile fix, this time for BGE ;) 2013-02-05 13:31:59 +00:00
9da4cab9fd style cleanup: comment format 2013-02-02 04:48:21 +00:00
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
3bc3e178b3 style cleanup 2012-12-20 00:29:31 +00:00
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
ab2c273b12 Added GPL header to sconscripts!
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-17 08:01:43 +00:00
c6961305df Fix game player still not using fast GPU mipmap generation, user preferencs
are not actually used here.
2012-12-11 08:01:16 +00:00
5bb576e8e4 Fix #33417: add back GPU Mipmap Generation option, apparently with this disabled
it takes up less memory on some cards, still unclear why.
2012-12-05 11:46:13 +00:00
134bbf3791 GPU: remove GPU Mipmap Generation option and just always enable it, it's an old
OpenGL 1.4 feature that is stable, there's no reason not to use it. Also fixed
GPU mipmap generation not working in the game player.
2012-11-27 22:51:28 +00:00
5af5f2f21c BGE: The blenderplayer usage docs mentioned "enable all frames" was "fixedtime," but the player was actually looking for "fixed_framerate." Since fixedtime doesn't have a fixed framerate, but a fixed time step, I change the player to look for the documented flag, "fixedtime," which makes more sense. 2012-11-25 07:42:41 +00:00
5c6f6301b0 Image thread safe improvements
This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.

To de-reference buffer BKE_image_release_ibuf should now always be used.

To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.

Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.

This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.

Thanks to Ton and Brecht for discussion/review :)
2012-11-15 15:59:58 +00:00
050f09aa6c buildsystem cleanup: remove duplicate source & includes for scons,
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-14 01:41:24 +00:00
5ff3017900 Replacing gettext i18n backend by boost::locale one.
This commit adds a small and simplistic C wrapper around boost's locale library as intern/locale, and heavily simplifies/reduces Blender's own i18n code (under blenfont/ dir). And it adds back UI translation on windows' official builds (with msvc)!

Note to platform maintainers: iconv and gettext (libintl) can now be removed from precompiled libs (not gettext binaries, under windows, of course ;) ).

Note to MinGW32/64 users: boost_locale lib has not yet been uploaded for those build env, please disable WITH_INTERNATIONAL for now (hopefully will be fixed very soon, have contacted psy-fy).
2012-11-11 16:54:26 +00:00
5a29885007 code cleanup: bge static functions & use C++ guarded alloc for the character class. 2012-11-09 23:47:06 +00:00
25591e958d style cleanup: tabs & whitespace 2012-11-03 15:35:03 +00:00
b5e85cae70 New "dynamic" i18n menu.
Now both UI translation menu (in userprefs) and isocodes are defined in a text file (release/datafiles/locale/languages), parsed at lunchtime. This way:
* No more need to edit Blender code each time we want to add an new language or reorganize the existing menu;
* Translators can easily add a new language for testing, by just editing the text file, so no more need to ask to change Blender code and wait for a new build to see your new translation work in Blender!

Remaining todo:
* Commit i18n py tools
* Update wiki doc!
2012-10-22 14:04:40 +00:00
d599b643b7 style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
97d4fb4161 code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too. 2012-10-09 13:36:42 +00:00
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
04b5ef20f1 style cleanup: indentation 2012-09-06 02:20:03 +00:00
e5a1b1b526 Fix for [#32469] "standalone blenderplayer no longer starts in lastest build" reported by narutocanada. It looks like the Hive commit (r50310) didn't take changes from r49998 into account, so it was still relying on Ghost events to push the engine along instead of calling app->EngineNextFrame(). 2012-09-04 02:33:37 +00:00
aaafa0c2fe code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later. 2012-09-03 22:04:14 +00:00
53f343edd7 ..\commmit_hive.txt 2012-09-01 21:23:05 +00:00
ee96cde864 style cleanup: whitespace 2012-08-26 11:35:43 +00:00
e4a6602a9a Fix for [#32361] "Blenderplayer quad-buffer maximum 100Hz Fps" reported by HG1.
Allowing the Blenderplayer to break 100fps by making it less dependent on Ghost's messages.
2012-08-18 23:46:37 +00:00
b96c622015 style cleanup 2012-08-11 22:12:32 +00:00
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
e45530ef8f Fix #31366: check to enable opengl quadbuffer stereo was wrong, causing it to
not work and making other stereo modes not work when the graphics card did not
support quadbuffer stereo.
2012-05-09 11:11:35 +00:00
34b18fcbc1 code cleanup: BKE_ naming, also make bpy.data.images.load() always load a new image. (not use existing one) 2012-05-05 14:52:04 +00:00
b4a0152e76 code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.) 2012-04-11 08:15:13 +00:00
5b88712ff9 move debug flag into its own global var (G.debug), split up debug options.
--debug
  --debug-ffmpeg
  --debug-python
  --debug-events
  --debug-wm

This makes debug output easier to read - event debug prints would flood output too much before.

For convenience:
  --debug-all turns all debug flags on (works as --debug did before).

also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-31 00:59:17 +00:00
a308b6c0ec Windows Blenderplayer: The console now closes when the Blenderplayer launches (like it does with Blender). To get it back, use the -c flag, which is finally working as described: "-c: keep console window open" 2012-03-29 01:40:19 +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
640d766370 style cleanup - remove unneeded ';'s 2012-03-08 03:05:57 +00:00
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
ea13ec1699 Spelling Cleanup 2012-03-01 12:20:18 +00:00
47c373c7a9 style cleanup (mostly whitespace) 2012-02-27 10:35:39 +00:00
b8e019d839 use __ prefix on header guards to avoid mixing up defines with api functions / classes. 2012-02-23 10:41:31 +00:00
686ce92fe8 Committing patch "[#27676] Change window size/resolution in realtime" by me.
Description:
This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-22 20:25:25 +00:00
ae9b4b81cb opengl render save ignored alpha settings. also some FILE_MAX defines missed last commit. 2012-01-16 06:43:58 +00:00
Dalai Felinto
de86d89a9f Cucumber - AA for blenderplayer and fullscreen
..............................................
svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845

Notes:
======
*  we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though;

* (for after commit) it would be nice to gray out the width/height when desktop=True

* for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well.

* there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber.

Commit Logs:
===========
# 40845 by dfelinto
remove desktop and fullscreen properties. They are both part of playerflag now
also I removed the fullscreen from the DNA completely. I don't think we need doversion that..

#39045 by kupoman
The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely.

#38973 by kupoman
Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting.

#38970 by kupoman
Multisampling now works in a fullscreen Blender Player.

#38968 by moguri
Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
2012-01-11 20:53:22 +00:00
ac498a6b64 Cleaning up the GPU_extensions_init/exit() code a bit to keep the Blenderplayer from crashing on exit and restart. 2011-12-23 07:10:01 +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