Commit Graph

899 Commits

Author SHA1 Message Date
108a4c41c4 code cleanup: warnings and redundant checks. 2013-09-08 20:25:31 +00:00
eea0b16888 BGE: Removing an unused rendertools argument from BL_ConvertActuators(). 2013-09-05 04:19:05 +00:00
b9b806e0a0 BGE: Removing the touch sensor and converting all touch sensors to collision sensors. 2013-09-04 22:14:14 +00:00
9f7961b6b1 Optimization and threading fix for shapekeys weights calculation
This commit fixes two different issues, which were caused by
how weights are being calculated for relative shapekeys.

Weights for key block used to saved in KeyBlock DNA structure,
which lead to situations when different objects could start
writing to the same weights array if they're sharing the same
key datablock.

Solved this in a way so weights are never stored in KeyBlock
and being passed to shapekeys routines as an array of pointers.
This way weights are still computed run-time (meaning they're
calculated before shapekey evaluation and freed afterwards).

This required some changes to GameEngine as well, to make it
never cache weights in the key blocks.

Another aspect of this commit makes it so weight for a given
vertex group is only computed once. So if multiple key blocks
are using the same influence vertex group, they'll share the
same exact weights array. This gave around 1.7x speedup in
test chinchilla file which is close enough to if we've been
caching weights permanently in DNA (test machine is dual-code
4 threads laptop, speedup measured in depsgraph_mt branch,
trunk might be not so much high speedup).

Some further speed is optimization possible, but it could be
done later as well.

Thanks Brecht for idea of how the things might be solved in
really clear way.

--
svn merge -r58786:58787  ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:36:39 +00:00
196d30e004 BGE: The Action Actuator can now make use of additive blending. 2013-08-14 23:32:00 +00:00
9afae77fed BGE: Finally adding support for additive layer blending.
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-14 23:31:49 +00:00
fdc336510a code cleanup: remove redundant NULL checks 2013-08-04 19:13:07 +00:00
7e697846a5 fix for BL_ArmatureConstraint::UpdateTarget(), was getting the pose from the target, not the subtarget. 2013-08-04 16:48:10 +00:00
93f5e2218a code cleanup: replace strncpy -> BLI_strncpy, skip first 2 chars when making a hash from the object name. 2013-08-04 03:45:30 +00:00
a07ac7e644 BGE fix [#35563] Object colour setting for objects and fonts not using colour management like materials 2013-07-19 22:54:02 +00:00
eb21bdd249 Merging changes from trunk r58091-58323. 2013-07-17 01:40:26 +00:00
efc4b08094 BGE: Fix for [#36023] "Objects of added scene are lit by lights of current scene" reported by Raf Colson (raco).
The material caching now keeps a cache per scene. Before materials from different scenes were sharing the same cache.
2013-07-15 22:35:09 +00:00
02ba328ca8 clang/cmake - quiet warnings for external libs and reference moto as a system include. 2013-07-15 08:26:16 +00:00
83e9f32382 BGE: Committing patch #32422 "Debug properties for added objects" by HG1.
This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
2013-07-09 20:06:36 +00:00
d6f38e4e01 BGE: fix [#32775] LibFree crashing
Used the engine's RemoveScene (which ultimately calls the converter's RemoveScene) instead of the converter's RemoveScene when the converter free a blend file. This handles the scene removal in a safer fashion and solves the crash described in part 2 of the bug report. Part 1 no longer appears to cause a crash.
2013-06-21 06:56:43 +00:00
62c6ee2c55 BGE: fix [#35447] LibLoad Meshes and Scenes causes crash of blender
KX_BlenderSceneConverter's destructor freed the contents of several std::vectors without removing those contents from the vectors. Later these vectors are iterated through. Making sure the vectors get cleared solves this problem.
2013-06-20 06:17:28 +00:00
4eded6dbdc BGE: Fix for [#35479] "OSKEY (Command Key on Mac) not working" reported by Mike Pan (mpan3).
The OSKEY was never added to the game engine, so it didn't recognize it.
2013-06-20 03:22:55 +00:00
9cf6e305a9 split bge includes for scons onto their own lines (for easier merging) 2013-05-29 21:56:55 +00:00
880c132b11 Fix #35480: object without material crash blender when starting game engine
Was a missing NULL-pointer check. No idea why it took so long to figure
issue out -- apparently there was no crash in linux for me and msvc
didn't show any backtrace :S

Also corrected weirdo way of bit flag check which was:
  !ma->mode & MA_FACETEXTURE
better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
2013-05-27 15:13:14 +00:00
ec8d277c64 BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4

these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
76ee6d3fc5 BGE: Applying patch [#35416] "Missing python properties on ActionActuator: layer, layerWeight" from Florian Bantner (scheintodx). 2013-05-19 03:15:50 +00:00
18fda6d84c BGE: Fix for [#34044] "Objects with no material don't have their "face image" always working on bge" reported by Dalai Felinto (dfelinto).
NULL materials are no longer cached.
2013-05-11 03:20:19 +00:00
b0261a446d BGE: Fix for [#34631] "Textures bad in game mode" reported by pablo aaa (p9ablo).
Disabling caching if materials have Face Textures enabled.
2013-05-11 02:43:35 +00:00
0cd35ada0d Fix #35177: Press P Crashes Blender After Fracture of Cube
Root of the issue was fixed by Brecht in svn rev56441.
This change only prevents crash of files created in
blender before that fix, and also gives more useable
information about what's wrong (apparently, assert
here was doing nothing).
2013-05-02 09:45:00 +00:00
3f7f07faf5 style cleanup 2013-04-18 01:52:38 +00:00
8051ab07fc BGE: Cleaning up BL_ShapeDeformer's use of Blender's Key. This also fixes a bug with replicas (added objects) crashing when using shape keys. 2013-04-14 18:54:06 +00:00
64d161de87 style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
e1a54214bb code cleanup:
- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
2013-03-25 02:41:30 +00:00
9379dcb507 code cleanup: unused defines, shadowing and unintended enum-as-variable. 2013-03-22 14:31:03 +00:00
dd0e2da784 code cleanup: use booleans and const's for operator vars. 2013-03-22 04:40:45 +00:00
Dalai Felinto
5ef9a20671 BGE bugfix for [#34505] Vertex Colors not working in the BGE (for custom GLSL shaders) when multitexture and no material
Bug introduced on rev.36723
2013-03-21 23:20:46 +00:00
f254ba77fd code cleanup: conversion from blender to BGE was unnecessarily confusing in checking weather to use vertex colors,
move check to function.
2013-03-21 23:11:52 +00:00
Dalai Felinto
6d8b3d2d94 BGE bugfix: [#34550] getVertexArrayLength changed in 2.66
This bug was producing way more geometry than we need. Potentially
memory saver (or performance even) bugfix.

Bottomline is:
We need to initialize the UVs otherwise vertex comparison fails ...
Ideally MoTo should take care of initializing MT_Point2
(note in Windows that seems to be fine, but it's safer to not rely on that)
2013-03-21 21:10:14 +00:00
655ed9cc7f style cleanup 2013-03-18 11:44:56 +00:00
09c41019a8 use const pointers for file loading and booleans for animation system return values passed as pointers. 2013-03-17 19:13:04 +00:00
db6d34daad BGE: Fix for bugs #34428, #20856, #20281. These were all multi-uv bugs caused by the BGE keeping too much uv information. When setting up shaders the BGE assumes each UV layer is unique, but the converter would store duplicates. 2013-03-02 18:05:52 +00:00
166de48ca4 code cleanup: confusingly written and named function for BGE materuial conversion: getImageFromMaterial() --> getMTexFromMaterial() 2013-02-23 07:36:40 +00:00
dddee08f27 code cleanup: bge material conversion was creating STR_String just to check for empty string for no reason (empty string was assigned irrespective). 2013-02-23 07:15:37 +00:00
e42e570ff4 BGE: fix for uninitialized tangents 2013-02-23 04:49:46 +00:00
87ab622463 BGE: Fix for bug #34377 "Multi UV mesh's materials not backwards compatible and Odd UV Coord behavior" reported by Alex Mairs (ctbm). The problem was the unused texture slot was still trying to be used. Now unused texture slots' mappings are set to DISABLE so they don't mess up the rest of the conversion process. 2013-02-23 04:15:47 +00:00
e4febef1fb BGE: Finally moving material IPOs to the 2.60 BGE animation system (BL_Action). It was kind of a fluke that they worked before. 2013-02-23 02:47:22 +00:00
d05cb9bca5 BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow... 2013-02-22 23:55:06 +00:00
2c2a42a4e8 Fix for building without python. 2013-02-22 15:54:10 +00:00
815e00917d BGE cleanup: Removing the PHY__Vector classes and replacing them with MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes. 2013-02-21 18:30:11 +00:00
8c9906eb91 BGE: Fix for issue #34242 "It does not render in "P" mode for Game engine if you UV mapa a face of a cube" reported by joaclint.
Material caching can now be disabled for Multitexture and GLSL Materials.
2013-02-16 04:38:53 +00:00
00212f2b1f Bug fix #34157
Tss tss! :)
This bug (since Jan 26) made Material options get cleared on using GE once.
2013-02-09 12:30:42 +00:00
9da4cab9fd style cleanup: comment format 2013-02-02 04:48:21 +00:00
9191b783bb BGE: Some various changes to make moving the character physics type easier:
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
  * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
  * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.

Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-30 05:55:17 +00:00
Dalai Felinto
4d8104917d BGE bugfix: Material initial object color working in the game
The object color option in the materials always worked, however the initial color of the object
was never passed to the game.

We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)).
There reason to not always set the object color is probably due to performance (the m_bUseObjectColor
flag in KX_GameObject). This patch still respect that.

Bug report from Mike Pan, as part of our book nitty-gritties review work.
Bugfix during Vancouver Global Game Jam :)
2013-01-26 23:52:55 +00:00
69ddc5eb99 make bullet optional again 2013-01-23 07:26:39 +00:00