Commit Graph

19319 Commits

Author SHA1 Message Date
Campbell Barton
b75268d412 problem with unloading modules, py modules would be refreshed but external modules that were pyc or pyo's would be kept.
This made it not refresh the module when taking an external BGE Module and making it internal because the external pyc would never be freed so the internal text wouldn't get used until restarting blender.
2009-05-11 22:17:58 +00:00
Benoit Bolsee
24906dc962 BGE #18724: Modifier cause crash in 2.49RC2. My bad, I was too quick to fix the soft body problem in revision 20119. This time I tested against modifiers, soft body, armatures and replace mesh. 2009-05-11 22:07:30 +00:00
Campbell Barton
e847bcf784 BGE Doc updates thanks to Roelf de Kock
--- Notes from Roelf, maybe some other BGE devs could help resolve these
Here is what I have so far. I've left "TODO's" were there needs to be some more comments.

The following things also need to be resolved:

-KX_VehicleWrapper.getWheelOrientationQuaternion looks like it should return a quaternion but if I look at the code it looks like it returns a rotation matrix.

-I still need to find out what exactly KX_VehicleWrapper.getWheelRotation is. I've got the return type but I would like to add some explanation for what it actualy means (and units if any).

-BL_Shader.setNumberOfPasses ignores the parameter but from the comment in the code it looks like the parameter that is being set (it is harcoded to be =1) in setNumberOfPasses is not used. So I'm not sure if this method should be documented at all.
2009-05-11 21:35:38 +00:00
Janne Karhu
0aeaf08242 Ugh, yet another try to fix [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render.
Hopefully it's now fixed for good.
2009-05-11 19:19:36 +00:00
Thomas Dinges
f487a96302 2.5:
* Added empty buttons
* Added missing empty notifiers
2009-05-11 17:34:31 +00:00
Ken Hughes
c24a81a293 Remove incorrect "w" attribute from Eulers, gave warning in epydocs. 2009-05-11 16:57:54 +00:00
Diego Borghetti
0c6ec76a4c Fix Makefiles for gameengine. 2009-05-11 15:34:46 +00:00
Andre Susano Pinto
f5566daa89 Added neighbour test on detected ray hit 2009-05-11 13:56:45 +00:00
Benoit Bolsee
ee1c29028d BGE: Add MT_Vector3 support for Py attribute macro system. See KX_PYATTRIBUTE_VECTOR_... 2009-05-11 12:41:48 +00:00
Brecht Van Lommel
99849b659d Fix for bug #18683: GLSL refresh issue when adding lamp. There's still
cases where this goes wrong, as noted in the release logs, this is just
a temporary fix, in 2.5 can solve it properly with notifiers.
2009-05-11 12:06:53 +00:00
Joshua Leung
69fca66a81 Graph Editor Bugfix: 'HomeKey' (View All) wasn't correctly calculating y-extents
It was only using the y-extents of the last F-Curve it encountered
2009-05-11 11:51:30 +00:00
Joshua Leung
1a76f8a9f3 F-Curve Colouring: Attempt at a new auto-algorithm
This new algorithm groups F-Curves into groups of 3-4 with similar colours, since triplets of related settings are more likely to be encountered. 

The colours get darker down the list. Blocks of related F-Curves will alternate between being boldly and weakly shaded.

I've left the old method still there but commented out. This new method could still be improved, as some of the colours chosen don't really stand out that well IMO. 

Testing and suggestions welcome as always :)
2009-05-11 11:41:08 +00:00
Thomas Dinges
02c81ff540 2.5 RNA: Curve
* Changed the font align booleans into 1 enum.
2009-05-11 11:31:10 +00:00
Campbell Barton
9f012ead0c made the material button use the active objects material 2009-05-11 08:40:50 +00:00
Joshua Leung
f1e89051c7 2.5 - Restored 'Render Anim' button!
After quite a bit of searching, I finally found where the various UI functions were wrapped for use in Py Layouts. 

For the reference of others, check out editors/interface/interface_api.c
2009-05-11 06:55:11 +00:00
Joshua Leung
2ed242656a 2.5 - RNA Bugfix 2 (for Keyframing):
Now properties in nested structs should be able to be keyframed (i.e. AO in World, and SSS in Materials). Added an extra method to RNA for this to work.
2009-05-11 05:18:49 +00:00
Joshua Leung
8e3356793a 2.5
* Broke compiling on previous fix...
* Starting fix for nestled structs...
2009-05-11 02:26:18 +00:00
Joshua Leung
5c96cd0319 RNA Bugfix: (Brecht, please check over these fixes...)
Fixed one of the causes of keyframes not being able to be inserted. For ID-types where inheritence of the basic wrapping of the struct (i.e. for Lamp blocks, shadow and other lamp-type specific settings were only defined in subclasses of the Lamp struct), the RNA_id_pointer_create() function now performs additional refinement of the PointerRNA so that the pointer will be resolved correctly to allow access to these settings.

The other case which is unresolved for now is nestled structs. The RNA_path_from_ID_to_property() needs modification for this, but dunno how yet.
2009-05-11 02:07:40 +00:00
Andre Susano Pinto
562740322f svn merge -r 20018:20133 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-05-10 22:51:49 +00:00
Campbell Barton
9cc61dd9c8 use the same sequence mapping types as CListValue, hopefully this means it will build on different python versions 2009-05-10 22:33:21 +00:00
Benoit Bolsee
a417334026 Linux compilation problem 2009-05-10 22:06:11 +00:00
Benoit Bolsee
89c2d80d32 Linux compilation problem, better fix 2009-05-10 21:30:30 +00:00
Campbell Barton
a6721e549d changes to get benoits logic updates building on scons with gcc 2009-05-10 21:22:25 +00:00
Andre Susano Pinto
a5ede43320 *new generic raytrace API
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)

On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage
2009-05-10 21:02:58 +00:00
Benoit Bolsee
386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
Campbell Barton
6f5ef6044d remove unneeded vars and wasn't returning on some errors 2009-05-10 15:23:18 +00:00
Campbell Barton
136d4c34ba deprecate controller.getActuator(name) and controller.getSensor(name) for
controller.actuators[name] and controller.sensors[name]

Made a read-only sequence type for logic brick sensors and actuators which can access single items or be used like a list or dictionary.
We could use a python dictionary or CValueList but that would be slower to create.

So you can do...
 for s in controller.sensors: print s

 print controller.sensors["Sensor"]

 print controller.sensors[0]

 sensors = list(controller.sensors)

This sequence type keeps a reference to the proxy it came from and will raise an error on access if the proxy has been removed.
2009-05-10 01:48:14 +00:00
Dalai Felinto
f155da0039 BGE Dome: Reducing FBO size to warped meshes.
Commit 20099 started using a FBO way too big.
According to Paul Bourke this is how it's done in other Engines:

Projectors HD:
1920x1050 - buffersize = 1024; FBO size = 2048
1400x1050 - buffersize = 1024; FBO size = 2048

Projectors XGA:
1024x768 - buffersize = 512; FBO size = 1024

Now in Blender Game Engine we are using:

Projectors HD:
1920x1050 - buffersize = 1050; FBO size = 2048
1400x1050 - buffersize = 1050; FBO size = 2048

Projectors XGA:
1024x768 - buffersize = 768; FBO size = 1024

(I guess I should be committing code to the ge_dome branch instead of the trunk. I feel bad doing all those adjustments in a hurry to 2.49 final release in the trunk. That is ok, right?)
2009-05-09 21:54:22 +00:00
Dalai Felinto
4a2341fe9a BGE Dome: Allowing FOV different from 180º for Truncated Domes
*) a small note:

In the end it turned out that we have upright and downright domes out there.
So I may rearrange the order of the gui later:
(1 = fisheye, 2 = truncated up, 3 = truncated down, 4 = envmap, 5 = spherical panoramic)

I don't plan to do a doVersion() for that, so if you are using it already keep in mind that the modes may change before 249 final release.
2009-05-09 21:04:03 +00:00
Campbell Barton
df01af5a1f Methods didn't check for zombies which could crash in the case where a method for an object is kept.
func = ob.getMass
 ...remove ob...
 func() # crash

2 More refcount fixes spotted by Benoit too
2009-05-09 18:18:04 +00:00
Campbell Barton
355b585447 More refcount errors spotted by Benoit, one with python getting a list item so scene.objects["OBfoo"] would always mess up refcounts. 2009-05-09 17:24:21 +00:00
Benoit Bolsee
cfc21667b9 BGE: repair soft body - include this in RC2 please 2009-05-09 16:59:25 +00:00
Campbell Barton
5d6b249c9b refcounting bugfix, gameOb.getParent() and gameOb.parent both added a reference when they should not have. 2009-05-09 16:29:00 +00:00
Joshua Leung
1304d230a3 NLA-SoC: Merge from 2.5 20114:20115
(Testing testing)
2009-05-09 09:21:21 +00:00
Joshua Leung
9e5bd4bb98 2.5 - Warning fix in own code 2009-05-09 09:18:54 +00:00
Joshua Leung
4e10be01c7 NLA-SoC: Merge from 2.5 branch 19863:20113 2009-05-09 08:59:41 +00:00
Joshua Leung
029c27b0be 2.5 Bugfixes:
More work on getting these marker-dependent tools working. They should finally work now :)
2009-05-09 02:37:12 +00:00
Diego Borghetti
fc1036d206 Add support for attach a file with metrics information to the font.
Fonts like Type 1, have one file with the glyph image and another
file with metrics and kerning information, this try to search if the font
have this information and load (try open the same file but with the .afm
and .pfm extension).

Also add a function to load the same information from memory, just in case
that in some point we add a font like this.
2009-05-08 21:24:58 +00:00
Diego Borghetti
749a908331 Cleanup blendfont.
Now that we only work with Freetype2, I don't see any point to keep
wrapping the functions.

Also remove the reference code, it's something that we don't go to used.
2009-05-08 19:47:40 +00:00
Dalai Felinto
1d11df1708 BGE Dome: Truncated Dome are back (Upright and Downright) + GLEW_EXT_framebuffer_object check before generating FBO
After last commit (20099) warping meshes got slower (more quality == less performance). Since we don't need an extra warping for truncated domes, It's better to handle them directly in openGL without the need of warping it.

I'll talk with some Dome owners to see if we need both Upright and Downright modes. I may remove one of them by 2.49 them.

*) also: a proper GLEW_EXT_framebuffer_object check before generating FBO (for warping meshes).

**) next in line (maybe after RC2): tilt option to tilt the camera up to 90º upward.
2009-05-08 18:59:08 +00:00
Kent Mein
f8b929b8e2 Added include dir for blenfont
Kent
2009-05-08 14:05:17 +00:00
Joshua Leung
4f0dc8abbf 2.5 - Restored Various Tools using Markers
* Added back a few Marker-API tools
* Restored column select tools using markers (some of these aren't working right yet though).
2009-05-08 12:51:36 +00:00
Joshua Leung
7e29e97c21 2.5 - Assorted animation code cleanups
* Replaced a few duplicated enums that were also defined for some RNA properties already with the RNA ones.

* Start of cleanup of markers code in preparation for getting the rest of the editing code involving markers working again
2009-05-08 10:50:32 +00:00
Kent Mein
171969213f Tweaks to build systems. Just some small cleanups...
Kent
2009-05-08 03:49:48 +00:00
Janne Karhu
57beadf406 Second fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render 2009-05-07 22:31:19 +00:00
Campbell Barton
cdba1ddd5d BGE Python owned proxies had a problem being decref'd twice, this would crash on freeing KX_Vertex/Poly Proxy types when python was compiled with debug options enabled.
add_mesh_torus.py wasnt tested from update, will go through all edited scripts and test :\
2009-05-07 22:06:27 +00:00
Dalai Felinto
e1c958c364 BGE Dome: Implementation of FBO to handle warp mesh rendering.
We are using an image twice as big to render the fisheye before warping.
It'll slow down warping meshes a little, but we get way more resolution.

Therefore I will bring Truncated Dome mode back in order to avoid using warping mesh for that.
2009-05-07 20:00:09 +00:00
Benoit Bolsee
1f5ccd1928 BGE: unfortunately VA+list still doesn't work on ATI card, so put a specific check for ATI. 2009-05-07 19:36:12 +00:00
Campbell Barton
f590ffdadc [#18645] Texture painting smudge brush darkens images - 2.49RC1
not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down.
- added gameOb.attrDict to get the internal gameObject dict.
- mesh.getVertex wasnt setting an exception.
2009-05-07 14:53:40 +00:00
Benoit Bolsee
42557f90bd BGE performance, 3rd round: culling and rasterizer.
This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive 
performance improvement in the culling and in the rasterizer when 
the majority of objects are static.

Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
  between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function

The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing 
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time

Scenegraph+rasterizer(ms)       2.48      1st round       3rd round

All objects static,            323.0           86.0             7.2
all visible, 1000 in 
the view frustrum

All objects static,            219.0           49.7             N/A(*)
all invisible.

All objects moving,            323.0          105.6            34.7
all visible, 1000 in 
the view frustrum

Scene destruction              40min          40min              4s

(*) : this time is not representative because the frame rate was at 60fps.
      In that case, the GPU holds down the GE by frame sync. By design, the
      overhead of the rasterizer is 0 when the the objects are invisible. 

This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.

An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.

Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00