Mitchell Stokes
cf9fe8f329
BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
2013-11-04 19:21:07 +00:00
Sergej Reich
692693b92f
Remove duplicate cmake enries in game engine and compositor
2013-10-25 11:00:16 +00:00
Campbell Barton
830974bc1e
fix [ #37032 ] Blener crashes when parent to new object
2013-10-10 20:56:27 +00:00
Campbell Barton
108a4c41c4
code cleanup: warnings and redundant checks.
2013-09-08 20:25:31 +00:00
Mitchell Stokes
eea0b16888
BGE: Removing an unused rendertools argument from BL_ConvertActuators().
2013-09-05 04:19:05 +00:00
Mitchell Stokes
b9b806e0a0
BGE: Removing the touch sensor and converting all touch sensors to collision sensors.
2013-09-04 22:14:14 +00:00
Sergey Sharybin
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
Mitchell Stokes
196d30e004
BGE: The Action Actuator can now make use of additive blending.
2013-08-14 23:32:00 +00:00
Mitchell Stokes
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
Campbell Barton
fdc336510a
code cleanup: remove redundant NULL checks
2013-08-04 19:13:07 +00:00
Campbell Barton
7e697846a5
fix for BL_ArmatureConstraint::UpdateTarget(), was getting the pose from the target, not the subtarget.
2013-08-04 16:48:10 +00:00
Campbell Barton
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
Daniel Stokes
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
Mitchell Stokes
eb21bdd249
Merging changes from trunk r58091-58323.
2013-07-17 01:40:26 +00:00
Mitchell Stokes
efc4b08094
BGE: Fix for [ #36023 ] "Objects of added scene are lit by lights of current scene" reported by Raf Colson (raco).
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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
Campbell Barton
02ba328ca8
clang/cmake - quiet warnings for external libs and reference moto as a system include.
2013-07-15 08:26:16 +00:00
Mitchell Stokes
83e9f32382
BGE: Committing patch #32422 "Debug properties for added objects" by HG1.
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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
Daniel Stokes
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
Daniel Stokes
62c6ee2c55
BGE: fix [ #35447 ] LibLoad Meshes and Scenes causes crash of blender
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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
Mitchell Stokes
4eded6dbdc
BGE: Fix for [ #35479 ] "OSKEY (Command Key on Mac) not working" reported by Mike Pan (mpan3).
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The OSKEY was never added to the game engine, so it didn't recognize it.
2013-06-20 03:22:55 +00:00
Campbell Barton
9cf6e305a9
split bge includes for scons onto their own lines (for easier merging)
2013-05-29 21:56:55 +00:00
Sergey Sharybin
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
Campbell Barton
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
Mitchell Stokes
76ee6d3fc5
BGE: Applying patch [ #35416 ] "Missing python properties on ActionActuator: layer, layerWeight" from Florian Bantner (scheintodx).
2013-05-19 03:15:50 +00:00
Mitchell Stokes
18fda6d84c
BGE: Fix for [ #34044 ] "Objects with no material don't have their "face image" always working on bge" reported by Dalai Felinto (dfelinto).
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NULL materials are no longer cached.
2013-05-11 03:20:19 +00:00
Mitchell Stokes
b0261a446d
BGE: Fix for [ #34631 ] "Textures bad in game mode" reported by pablo aaa (p9ablo).
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Disabling caching if materials have Face Textures enabled.
2013-05-11 02:43:35 +00:00
Sergey Sharybin
0cd35ada0d
Fix #35177 : Press P Crashes Blender After Fracture of Cube
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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
Campbell Barton
3f7f07faf5
style cleanup
2013-04-18 01:52:38 +00:00
Mitchell Stokes
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
Campbell Barton
64d161de87
style cleanup:
...
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
Campbell Barton
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
Campbell Barton
9379dcb507
code cleanup: unused defines, shadowing and unintended enum-as-variable.
2013-03-22 14:31:03 +00:00
Campbell Barton
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
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Bug introduced on rev.36723
2013-03-21 23:20:46 +00:00
Campbell Barton
f254ba77fd
code cleanup: conversion from blender to BGE was unnecessarily confusing in checking weather to use vertex colors,
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move check to function.
2013-03-21 23:11:52 +00:00
Dalai Felinto
6d8b3d2d94
BGE bugfix: [ #34550 ] getVertexArrayLength changed in 2.66
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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
Campbell Barton
655ed9cc7f
style cleanup
2013-03-18 11:44:56 +00:00
Campbell Barton
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
Mitchell Stokes
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
Campbell Barton
166de48ca4
code cleanup: confusingly written and named function for BGE materuial conversion: getImageFromMaterial() --> getMTexFromMaterial()
2013-02-23 07:36:40 +00:00
Campbell Barton
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
Campbell Barton
e42e570ff4
BGE: fix for uninitialized tangents
2013-02-23 04:49:46 +00:00
Mitchell Stokes
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
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
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
Alexander Kuznetsov
2c2a42a4e8
Fix for building without python.
2013-02-22 15:54:10 +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
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.
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Material caching can now be disabled for Multitexture and GLSL Materials.
2013-02-16 04:38:53 +00:00
Ton Roosendaal
00212f2b1f
Bug fix #34157
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Tss tss! :)
This bug (since Jan 26) made Material options get cleared on using GE once.
2013-02-09 12:30:42 +00:00
Campbell Barton
9da4cab9fd
style cleanup: comment format
2013-02-02 04:48:21 +00:00