Commit Graph

3138 Commits

Author SHA1 Message Date
405cf80eb8 Big, big commit!!
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
   the old BMF api.

I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.

MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
        Always have to link/include the freetype2 library
        Remove any reference to libbmfont
        Remove any reference to libftfont
        Remove any reference to libbftgl (or libbFTGL)
2009-05-05 23:10:32 +00:00
362202cc14 Fix an undefined variable bug detected by valgrind. 2009-05-05 22:32:15 +00:00
9e8261a13b Disable importing module python controller scripts at conversion time because it can run BGE functions and crash since the internal state isnt setup yet.
face-select mode wasnt working when used with projection paint.
2009-05-05 05:57:08 +00:00
be2c21bcdb BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.

The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.

Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
2009-05-04 22:21:02 +00:00
2f7cd19ff5 print BGE Py api warnings only once to avoid flooding the terminal and slowing the game down too much, resets on loading scenes/blendfiles and restarting the game engine. 2009-05-04 08:55:54 +00:00
9248da811e gcc4.4 needed this to build 2009-05-04 08:17:18 +00:00
3abb8e8e68 BGE performance: second round of scenegraph improvement.
Use dynamic linked list to handle scenegraph rather than dumb scan
of the whole tree. The performance improvement depends on the fraction
of moving objects. If most objects are static, the speed up is 
considerable. The following table compares the time spent on 
scenegraph before and after this commit on a scene with 10000 objects
in various configuratons:

Scenegraph time (ms)              Before         After
(includes culling)

All objects static,               8.8            1.7  
all visible but small fraction          
in the view frustrum

All objects static,               7,5            0.01
all invisible.

All objects moving,               14.1           8.4
all visible but small fraction
in the view frustrum

This tables shows that static and invisible objects take no CPU at all
for scenegraph and culling. In the general case, this commit will 
speed up the scenegraph between 2x and 5x. Compared to 2.48a, it should
be between 4x and 10x faster. Further speed up is possible by making
the scenegraph cache-friendly.

Next round of performance improvement will be on the rasterizer: use
the same dynamic linked list technique for the mesh slots.
2009-05-03 22:29:00 +00:00
2aa3c932d0 BGE performance: use inline function as much as possible in scenegraph and logic to avoid function call. 2009-05-03 21:51:57 +00:00
20888482ae BGE: fix a crash with previous scene destruction speed up commit when sensors and controllers are cross connected between objects. 2009-05-03 21:42:39 +00:00
f67ffd137d fix for a problem with setUV2 reported by cthames on blenderartist
http://blenderartists.org/forum/showpost.php?p=1369757&postcount=35
there was an undocumented second arg but may as well allow a single vector arg like setUV()
2009-05-03 20:47:29 +00:00
d85bbb8070 on second thought its less trouble to make a python script that makes all the getset's in the array, apologies to Alex for suggesting this be dynamic :/
included python script to print out getsets as a comment
2009-05-03 19:47:13 +00:00
8a83aff9f5 [#18678] Swizzle properties for Mathutils.Vector
patch from Alex Fraser (z0r)

eg.
  - vec.xyz = vec.zyx
  - vec.xy = vec.zw
  - vec.xxy = vec.wzz
  - vec.yzyz = vec.yxyx

See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)

made some minor modifications to this patch.

tested access times and adding 336 attributes to vectors doesn't make a noticeable differences to speed of existing axis attributes (x,y,z,w) - thanks to python dict lookups.
2009-05-03 17:52:03 +00:00
22b501c791 fixes for bugs submitted by BGE users, fixes by myself and Mitchell Stokes
- when the attribute check function failed it didnt set an error raising a SystemError instead
- Rasterizer.getMaterialMode would never return KX_BLENDER_MULTITEX_MATERIAL
- PropertySensor value attribute checking function was always returning a fail.
- Vertex Self Shadow python script didnt update for meshes with modifiers.
2009-05-03 09:21:58 +00:00
40fc1d2af7 BGE PyController module type.
- Added support for any number of attributes, this means packages are supported automatically.
 so as well as "myModule.myFunc" you can do "myPackage.myModule.myFunc", nested packages work too.
- pass the controller to the python function as an argument for functions that take 1 arg, this check is only done at startup so it wont slow things down.

added support for
2009-05-02 15:09:06 +00:00
41f42099ac BGE Py API patch from Mitchell Stokes, add distance attribute to the radar sensor, dont use 'continue' because its a python keyword.
removed (ssizeobjargproc) it breaks py2.3
2009-05-02 04:53:01 +00:00
ef20036b84 BGE Py API patch from Mitchell Stokes, adds extra attributes and docs 2009-05-02 02:40:11 +00:00
07abb9dee2 BGE performance:
- Vast performance increase when removing scene containing large number of 
  objects: the sensor/controller map was updated for each deleted object, 
  causing massive slow down when the number of objects was large (O(n^2)).
- Use reference when scanning the sensor map => avoid useless copy.
- Remove dynamically the object bounding box from the DBVT when the object
  is invisible => faster culling.
2009-05-01 20:34:23 +00:00
e13a089d91 BGE: work around a problem with DBVT culling when graphic objects are rescaled. This happens when objects with very diverse scale are instantiated with dupligroup. The problem remains when the objects are rescaled during the game. The effect of the problem is an inefficient culling: objects can have a bounding box larger than needed. Patch to fix the problem is filed at Bullet forum. 2009-05-01 19:02:23 +00:00
672492f563 BGE: New function GameLogic.setMaxLogicFrame() to allow better control over the time spent on logic.
This function sets the maximum number of logic frame executed per render frame.
Valid values: 1..5

This function is useful to control the amount of processing consumed by logic.
By default, up to 5 logic frames can be executed per render frame. This is fine
as long as the time spent on logic is negligible compared to the render time. 
If it's not the case, the default value will drag the performance of the game
down by executing unnecessary logic frames that take up most of the CPU time. 

You can avoid that by lowering the value with this function. 
The drawback is less precision in the logic system to physics and I/O activity.
	
Note that it does not affect the physics system: physics will still run 
at full frame rate (actually up to 5 times the ticrate).
You can further control the render frame rate with GameLogic.setLogicTicRate().
2009-05-01 16:35:06 +00:00
bb3fa18a95 add blendfile dirs to the sys.path without the scripts subdir 2009-05-01 04:55:40 +00:00
36d0e2649e BGE bug fix: when a dynamic object is parented to a compound shape and then unparented, it jumps at the position it had before the parenting. 2009-04-30 20:02:22 +00:00
2ec50d7bb2 BGE bug #18091: Hitbox of object X doesn't move along when object X is parented to object Y. 2009-04-30 19:00:17 +00:00
Dalai Felinto
8570071e40 supporting warp data files with tabs instead of spaces. 2009-04-30 15:27:38 +00:00
fdf6ea916d added Geometry as a BGE module, removed its dependency on gen_utils.c 2009-04-30 12:45:13 +00:00
81ea467091 BGE fux #17796: Glsl + bones + set smooth = bug on vertext groups. 2009-04-30 08:02:26 +00:00
b5b24ee521 BGE Python sys.path for the blenderplayer and blender
sys.path is the search path for python modules. This is useful so people making games can put all their scripts in a folder and be sure they will always load into the BGE.

for each blend file a scripts directory is added to the path
 /home/me/foo.blend
will look for modules in...
 /home/me/scripts/*.py 

It could also default to look for modules in the same directory as the blend file but I think this is messy.
Added a note in the tooltip about //scripts so its not such a hidden feature.

This works by storing the original sys.path, then adding the paths for the blendfile and all its libs,
when a new blendfile is loaded, the original sys.path is restored before adding the blendfiles paths again so the sys.path wont get junk in it.

One problem with this - when using linked libs the module names must be unique else it will load the wrong module for one of the controllers.

also fixed 2 bugs
- sys.path in the blenderplayer was growing by 1 for every file load in blenderplayer
- the relative path (gp_GamePythonPath), wasnt being set when loading files in the blenderlayer (as I wrongly said in the last commit).
2009-04-30 08:01:31 +00:00
Dalai Felinto
939290b59c BGE 2dFilters: Revert of part of own commit [rev. 19687]
Therefore we still need to find a better way to solve this problem:
[#18154] 2dFilter and motion blur should run only once to all the scenes:
http://projects.blender.org/tracker/?func=detail&aid=18154&group_id=9&atid=127
2009-04-30 03:46:31 +00:00
Dalai Felinto
5908e2aa77 BGE Dome update. Spurious black seams (finally) fixed.
The solution is a hack. It's a workaround for another bug (#18655).
Now it's working in all modes: fullscreen, maximized screen and gameplayer.

* small change to always set the perspective mode as true during dome mode.
2009-04-30 02:41:07 +00:00
199341ad7b 2 BGE bugs from 2.48 fixed
- the gp_GamePythonPath relative path variable wasnt updated when loading new files.
- missing NULL check for scene crashed blender when it failed to load a file.
Both problems dont affect blenderplayer
2009-04-30 02:07:08 +00:00
1782be5c72 Not sure why this INCREF is needed since making a replica wont use the m_bytecode so why should it add a user?
Removed in 19974 but that crashes YoFrankie so adding back in for now.
2009-04-30 00:51:11 +00:00
a625f5e476 error in last commit 2009-04-29 23:59:59 +00:00
1e7df58519 python modules in the game engine could point to builtin modules like GameLogic that was cleared.
I added module clearing before there was checks for invalid python objects, so now its not needed for BGE Builtin types at least.

also made the builtin modules get re-used if they already exist and clear all user modules when the game engine finishes so with Module-Py-Controllers the referenced modules are at least up to date when pressing Pkey.
2009-04-29 23:39:27 +00:00
70bcdb817b was testing this, didnt mean to commit. 2009-04-29 17:01:35 +00:00
81dfdf8374 ifdef's for future py3 support, after this adding py3 can mostly be done with defines or batch renaming funcs (with the exception of CListValue slicing)
.
No changes for py2.x.
2009-04-29 16:54:45 +00:00
d6c525d624 attempt to fix for py2.3 2009-04-29 16:48:00 +00:00
f8656d3510 BGE alternative run mode for python controllers.
Option to run a function in a module rather then a script from a python controller, this has a number of advantages.

- No allocating and freeing the namespace dictionary for every time its triggered
  (hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster)

- Ability to use external python scripts for game logic.

- Convenient debug option that lets you edit scripts while the game engine runs.
2009-04-29 12:43:09 +00:00
32b70e333f needed this minor change to build on gcc 2009-04-29 11:16:26 +00:00
3bc02088e8 remove uneeded checks and testMethod from KX_ConstraintWrapper, typo in import_obj 2009-04-29 10:24:12 +00:00
f004c36e41 BGE: speed up mesh conversion by avoiding allocation/deallocation of material object on each face. The speed up is minor on optimized builds but considerable on less optimized builds, good for debugging large scene. 2009-04-29 10:06:38 +00:00
2d78dcfb61 fix so that torque can be applied to DYNAMIC game objects, this fixes the skategirl.
Note that skategirl needs a bit higher angular damping, perhaps the conversion formula needs to be tweaked better?
2009-04-28 23:26:35 +00:00
e4abebfa91 BGE: reenable object activation for static object, otherwise their physic shape is not updated when they move due to parent relation. 2009-04-28 18:56:48 +00:00
94c6cadfe2 BGE PyAPI
- renamed generic attribute "isValid" to "invalid" since BL_Shader already uses isValid.
- Moved deprecation warnings from CValue 
- removed unused KX_Scene::SetProjectionMatrix and KX_Scene::GetViewMatrix
- Added KX_Scene attributes "lights", "cameras", "objects_inactive", to allow access to objects in unseen layers (before the AddObject actuator adds them)
- KX_Camera deprecated cam.enableViewport(bool) for cam.isViewport which can be read as well.
2009-04-28 13:11:56 +00:00
eee8dd9086 - Updated BGE docs to match the game engines class inheritance more closely.
- Grouped deprecated functions for KX_Camera, KX_GameObject, SCA_ISensor, SCA_ILogicBrick, KX_Scene
2009-04-28 13:02:49 +00:00
d4f8b416e9 BGE soft body: change welding option to disable welding check by default: speeds up shape conversion. This is fine if the object has no duplicate vertices. Otherwise, bullet will be extremely slow and you can either set some welding or remove duplicates in the mesh. Welding is now displayed in linear scale: 0.0 -> 0.01, no need to use logarithmic scale ;-). Fix a bug with Bullet by which vertex array for soft body must have 3xfloat stride. 2009-04-27 22:21:42 +00:00
dc664e3925 TexVert sharing was disabled for flat faces, this is silly since a building or any other model with flat faces will often be able to share texverts.
Simple testcase with a subdivided cube used 1/3 as many texverts and spend half as much time in the rasterizer while profiling.
2009-04-27 17:53:41 +00:00
352eaccd5d BGE: Add soft body welding parameter to the Advanced Settings panel. The values are very small so I chose to use logarithmic scale. Should be fine, it's an advanced setting after all. 2009-04-27 16:44:02 +00:00
c56ee09c48 BGE bug #18624: Collision detection fails on parented objects. Partial fix, parented shape now moves with the parent but still the parent near detector detects the child only in the zone where it was parented. 2009-04-27 16:40:26 +00:00
9c3d628082 [#18616] Scons+MinGW compiling error with gaming engine enabled.
Attempt to fix building in windows with mingw
2009-04-27 07:07:22 +00:00
5d1d6ad4d1 Don't always activate a Bullet rigid body
If you want to keep a rigid body awake, please use the GUI 'No Sleeping' option for Rigid bodies.
2009-04-27 05:06:24 +00:00
d2ff190dfb Lower the vertex welding threshold, for removing duplicate/nearby vertices for soft bodies (this broke susanne softbody regression test) 2009-04-27 04:21:05 +00:00