* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
* Optimized RNA property lookups and path resolving, still can be
much better, but now the 1000 IPO example on bf-taskforce25
runs at reasonable speed.
* Also an optimization in the depsgraph when dealing with many
objects, this was actually also a bottleneck here.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
- initialize pythons sys.argv in the blenderplayer
- ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game.
- add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3.
- add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name.
- Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from.
- deprecated brick.getOwner() for the "owner" attribute.
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
[#17974] two small fix for blender 2.48 (memory leak and uninitalized vars)
Submitted By:
Pavel Nemec (nemecp)
(changes delete to [] and sets to vars to NULL)
Kent
kept as the original file, but that can't work correct for solving
relative paths once a .blend in another directory is loaded. The
reason it went OK with the apricot tech demo is that the images there
were lib linked into the level file, which still worked.
Now it sets G.sce to the current loaded .blend file. Note that the
python config file path still uses the first loaded .blend file so it
looks in the same location each time.
Also added some NULL pointer checks in the joystick code because it
was crashing there on Mac, there's similar checks in related functions
so I'm assuming this was just a missed case.
work in the game player, now the IK lib is linked into the player.
Makefiles/Scons/CMake buildsystems have been updated.
Fix materials nodes to work in the game player.
player did not enable mipmapping when falling back to texfaces.
Also commented out code that disabled mipmapping in the player on
Mac OS X. If that is a workaround for a bug it is a really poor one,
and hopefully fixed now since this code is from 2002 or earlier.
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.
working with relative paths. Still doesn't work optimal, since
paths are relative to game.blend which is in the app bundle
under Contents/Resources, so other files need to be moved there
manually at the moment.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
workaround for python stopping and starting by storing the dictionary as marshal'd data. this means only python types are supported.
This feature is needed so when switching from a menu to a level blendfile, the configuration isnt lost.
nurbs/curves/text dissappears.
This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer.
Fix the game actuator in the BlenderPlayer to work like in Blender:
- try first to load the .blend from the current working directory
- if not found, try to load from the startup .blend or runtime base directory
fix for [#6950] Blender crashes when .blog file top line is 160 characters or more
- made sure BLI_convertstringcode doesn't return more than 240 chars
- went through all callers and fixed places where string passed to BLI_convertstringcode was too short
- TODO: look into increasing sample->name and sound->name too, I prevented crashes, but filename might get shortened.
If you look at the log, the last change to this file I was trying to fix
game engine bug #6667. In so doing I added a print usage if you do not
pass any arguments to the gameplayer.
Things should work better now.
Kent
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates
See http://www.elysiun.com/forum/viewtopic.php?t=58057
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost
- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).
- The screen saving functionality does not affect the executable when
it is NOT named .scr
- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html
- It has been currently been tested to work Windows XP