Commit Graph

1389 Commits

Author SHA1 Message Date
Mitchell Stokes
2f2c0a6b02 BGE: Fixing a crash reported by Ace Dragon on BA. It looks like Object->totcol can give a number higher than the number of materials, so I've added some NULL checks. 2013-02-25 05:55:37 +00:00
Campbell Barton
166de48ca4 code cleanup: confusingly written and named function for BGE materuial conversion: getImageFromMaterial() --> getMTexFromMaterial() 2013-02-23 07:36:40 +00:00
Mitchell Stokes
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
Mitchell Stokes
c00191dbe3 BGE: Object color channels can now be animated separately without zeroing out the other channels. Problem reported by Dalai via IRC. 2013-02-23 01:17:01 +00:00
Mitchell Stokes
bd8f4cc4d6 BGE: Second fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. Now the multiple layers should also be working. When doing fcurve/IPO animations, the controllers are cleared as soon as the action is done and must be setup again every time the action is played. 2013-02-23 00:46:58 +00:00
Mitchell Stokes
eab8a25e03 BGE: For BL_Action, use the object's scene rather than the "active" scene, which can potentially cause problems with multiple scenes. 2013-02-23 00:28:25 +00:00
Mitchell Stokes
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
Mitchell Stokes
6bac47f854 BGE: Fix for bug #34349 "Character walkDirection ADD mode -#INF error" reported by Angus Hollands (agoose77). If the walk directions canceled each other out, the actuator would try to normalize a zero vector, which caused the error. 2013-02-22 02:31:46 +00:00
Mitchell Stokes
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
Mitchell Stokes
8997e5ae06 BGE: Fix for issue #32606 "Raycasts are locked to the scene of calling object" reported by Josiah Lane (solarlune). The raycasting functions were using the active scene instead of the object's scene. 2013-02-11 18:29:19 +00:00
Brecht Van Lommel
faaee15407 Fix part of #34083: crash trying to play surround .wav file in the game engine
on Windows, it still doesn't play but it doesn't crash at least.
2013-02-07 21:29:31 +00:00
Campbell Barton
9d4be17de4 style cleanup 2013-02-04 00:05:15 +00:00
Campbell Barton
9da4cab9fd style cleanup: comment format 2013-02-02 04:48:21 +00:00
Mitchell Stokes
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
3a1ee13278 BGE Profile : visual feedback bars and improvements
You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile

This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.

Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-28 01:26:36 +00:00
Campbell Barton
69ddc5eb99 make bullet optional again 2013-01-23 07:26:39 +00:00
Campbell Barton
06dd4fa40c bge track-to actuator: reverse the order of the cross product rather then negating. 2013-01-13 03:48:48 +00:00
Mitchell Stokes
1e5ea3e5c4 BGE: Fix from HG1 for bug [#32831] "TrackTo aktuator +X direction not working correct" reported by HG1.
Looks like a vector needed to be inverted for the +X calculation.
2013-01-12 23:48:40 +00:00
Mitchell Stokes
4bd3477e29 BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps. 2013-01-12 20:01:58 +00:00
Campbell Barton
9c003a36d6 patch from Harley Acheson to remove multiple inline defines. 2013-01-12 17:12:48 +00:00
Campbell Barton
47ee5f56b6 minor cleanup to debug drawing code in the BGE, dont convert strings to STR_String, only to get them back as regular strings. 2013-01-12 16:49:37 +00:00
Mitchell Stokes
03df7e9a56 BGE: Fix for [#33839] "a logic.joysticks Crashes BGE" reported by Josiah Lane (solarlune).
On a scene change the SCA_JoystickManager gets destroyed which in turn means all of it's joystick instances are released. Since SCA_PythonJoystick was just using a borrowed reference, this allowed the joystick to be freed. Now the joystick's refcount is incremented so that the SCA_PythonJoystick's joystick reference will survive across scene changes.
2013-01-12 05:44:08 +00:00
Campbell Barton
4d7583b66f code cleanup: warnings, also add check in crash handler that a wmWindowManager is present. 2013-01-11 03:21:24 +00:00
Mitchell Stokes
d9001335ff BGE: The Blenderplayer wasn't calling PyEval_InitThreads, which caused async lib loading to crash. 2013-01-05 03:30:56 +00:00
Campbell Barton
c2839bfe76 add option WITH_SYSTEM_BULLET to link against the bullet installation found on the system.
Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream.
However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
2013-01-03 00:23:52 +00:00
Mitchell Stokes
d0981c279b BGE: Fixing a crash that occurred when LibLoading a scene with a 2D Filter Actuator. The actuator was still referencing the old scene. 2012-12-31 21:32:46 +00:00
Mitchell Stokes
18f134304c BGE: Adding a jumpCount to KX_CharacterWrapper. This can be used to have different logic for a single jump versus a double jump. For example, a different animation for the second jump. 2012-12-29 10:22:19 +00:00
Mitchell Stokes
13f49f3101 BGE: Adding a maxJumps to the character controller to adjust how many jumps a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping. 2012-12-26 01:25:53 +00:00
Mitchell Stokes
f1270153e1 BGE: Some various tweaks to try and get async lib loading to be a bit more stable on more complex scenes. 2012-12-25 08:11:21 +00:00
Mitchell Stokes
62b6303735 BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu. 2012-12-25 06:20:50 +00:00
Mitchell Stokes
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
Mitchell Stokes
2d9ec9cadf BGE: The PyGILState_Ensure() call in KX_Scene was causing a segfault in the Blenderplayer even when being run in the main thread. I'm removing it for now since I don't think it will really cause a problem. 2012-12-22 08:59:11 +00:00
Mitchell Stokes
84966c3d0a BGE: Committing async LibLoad from Swiss. This does the lib loading in a separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done
      import bge

      def finished_cb(status):
          print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))

      bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb

LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-22 05:38:32 +00:00
Mitchell Stokes
f2f2b6153a BGE: Adding a Python interface for handling joysticks without needing logic bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:
if bge.logic.joysticks[0]:
    activate_player_one()

if bge.logic.joysticks[1]:
    activate_player_two()

etc..

The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
2012-12-21 02:28:59 +00:00
Mitchell Stokes
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
Bastien Montagne
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
Campbell Barton
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00
Mitchell Stokes
993d5e58bd BGE: Implementing a fix for the "Problem With Clock" issues reported in #32708 and #33088. At the moment this feels like a bit of a stop gap, but it does solve the stuttering issue that #33088 mentioned. 2012-11-24 08:10:56 +00:00
Mitchell Stokes
9968778373 BGE: KX_ACT_ARMATURE_SETINFLUENCE constant for BL_ArmatureActuator.type was documented but not actually added to bge.logic. 2012-11-22 11:03:17 +00:00
Mitchell Stokes
30a292b61f BGE: KX_PhysicsObjectWrapper was not being used anywhere in the code base, but it was being maintained (style, docs, name changes, etc), so I'm removing it. 2012-11-22 07:08:02 +00:00
Campbell Barton
89b0b0516e bge camera axix actuator was undocumented and python had incorrect limits on this attribute. 2012-11-22 05:33:05 +00:00
Campbell Barton
796988adc9 modify the python stub to include __file__ and __name__, also correct odd indent in KX_KetsjiEngine.cpp 2012-11-22 05:20:51 +00:00
Campbell Barton
3370e3ca43 doc corrections and add bge.types.KX_ArmatureSensor 2012-11-21 08:53:04 +00:00
Campbell Barton
3fd388fb06 py api cleanup, replace use...
- PyLong_FromSsize_t --> PyLong_FromLong
- PyLong_AsSsize_t --> PyLong_AsLong

In all places except for those where python api expects PySsize_t (index lookups mainly).

- use PyBool_FromLong in a few areas of the BGE.
- fix incorrect assumption in the BGE that PySequence_Check() means PySequence_Fast_ functions can be used.
2012-11-21 02:28:36 +00:00
Mitchell Stokes
2bed09e7a6 BGE: Changing "transform_uv" -> "transformUV" in some error messages. 2012-11-18 20:38:27 +00:00
Campbell Barton
8b57f7502b code cleanup: gpl header update (formatting) 2012-11-18 00:30:06 +00:00
Sergey Sharybin
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
Mitchell Stokes
590dbb87e7 BGE: Renaming KX_GameObject.group_parent and group_children to groupObject and groupMembers to be a bit more descriptive and match the rest of the BGE Py API. KX_MeshProxy.transform_uv has also been renamed to transformUV. It would be nice to switch to PEP8 names for the BGE Python API, but for now, consistency is better. 2012-11-13 04:38:34 +00:00
Campbell Barton
47068e88fb BGE: fix for 2 uses of uninitialized memory - property-sensor and object-color for materials. 2012-11-11 10:03:25 +00:00
Campbell Barton
83de5cb308 bge mesh conversion speedup, avoid calling ConvertMaterial() on every face.
now do per material bucket.
2012-11-11 01:54:30 +00:00