Re: [Bf-committers] UPBGE Discussion.
Hi, Let me introduce a bit more the purpose of this request for all people that don’t know what UPBGE is. During last BGE meeting, around one and half year ago, it was established, at least, 3 ways to follow regarding the blender game engine. To summarize, one of them was to adapt the blender code to embrace existing external engines (under this way are Armory, Panda, Godot, etc), another one was to create a new internal and tiny game engine (no one is working in this way at this moment) and the last one was to refactor the BGE progressively to reach a new up to date standard (UPBGE is a project that follows that last way). Then, taking into account, that the current workflow that we were conducting to modify the BGE (through developer.blender.org differential diff/patches) was so slow for a big refactor as this one it was done a new branch/fork in github (https://github.com/UPBGE/blender). During this last year a great effort has been put by UPBGE/BGE developers to refactor the code with that goal in mind. Now our purpose is to try backporting all the new changes and refactors into the 2.8 branch (or a parallel one) to bring the BGE to a new life (and successful one, we hope) life. :-) Here below there is a summarize of main modifications done to BGE (check release notes in https://doc.upbge.org/ for a deeper explanation): - *Main Refactors*: oThe event system was totally reworked. Now there is a Device folder containing all device related code (keyboard, mouse and joysticks). With this refactor we can assure, at last, that the game engine won’t lose events even with low-very low fps anymore. Additionally, the joystick part follows the new database standard defined by steam to homogenize the joysticks nightmare. o A new common launcher system was developed. It was done to reduce duplicated code between embedded player and external player. o New FBO renderer using GPU_framebuffer / GPU_texture. Off screen rendering consists in render the scene directly to an off screen (FBO with color texture and depth texture) and at the frame end render the off screen to screen. Internally a lot of things are improved and simplified like the 2d filters, render textures and soft particles. o Multitexture mode was removed to fulfil with new OpenGL 3.3 & on goal. o Vertex Arrays + Display lists were removed too. At this moment, we have only VBOs. The VBOs were improved a lot to overpass the Vertex arrays + Display List performance. o Refactor of Rasterizer OpenGL calls. The goal of this refactor is to reduce the opengl calls outside of Rasterize module. o New 2D Filter python Proxy. The user can now access to the filters from the scene in python from a filter manager. o Variable vertex memory size implemented. A new system with template vertex class is used internally. This system allows to reduce memory usage by reducing the number of UV layers used, in the same way the mesh transformations are optimized. o Triangle rendering. All the meshes are rendered as triangle now. o Lots and lots and lots of more tiny refactors and cleanups. You can check them in the release notes. - * New features implemented*: o Geometry instancing o Parallax mapping o Subsurface Scattering o Realtime Cubemaps (including reflection and refractions) o Python components o Mipmap per texture o GLSL Text Highlighting o New LOD system o New movement Sensor and Joystick Vibration actuator logic bricks o Joystick Sensor adapted to Xbox360 joystick standard. o Constant material values o Geometry shaders o Ray sensor mask o Update of bounding box in realtime o New python console interpreter can be launched in-game o Soft particles (also called Depth transparency) o Static shadow rendering o Sky background render o Material Texture and lamp texture LOD bias o Access to Vertex UV list o Access to collision contact points o Access to additional properties of material and texture in realtime o ImageRender and ImageMirror HDR o Physics shape replacement and duplication o Physics suspend and resume o Access to Text Dimensions o Access to python polygon and vertex o Debug bounding box and armatures o Percentage closer filtering shadow o Material switch o Multiple vertex color per layer o World exposure and range o And a few additional ones. You can check in the release notes. - *Work on-going at this moment*: o GPU Hardware Skinning o Planar reflections o Audio effects (revert, echo, etc) o Deferred rendering o UV Scroll o Static Batching o SCA refactor and cleanup. o And a lot more. - *BugFixes*: o Lots of bugs (around 40-50) reported in developer.blender.org fixed. Also fixes for bugs not reported. For contact and discussion the UPBGE team are composed of Official Blender BGE devs: - panzergame (Tristan Porteries) - lordloki (Jorge Bernal) And only u
Re: [Bf-committers] Blender developers meeting notes - July 5, 2015
Hi, for BGE, please include, at least, these 3: db8ccc18f7bf b997bda9f906 e61ead7d4c0a Thanks, Jorge 2015-07-06 17:02 GMT+02:00 Dalai Felinto dfeli...@gmail.com: ok T455290 fixed, please include 6a132aa6 and 93608e4f in 2.75a Now if only we could fix the multiview/freestyle pending issues in time ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] [1c707a2] master: BGE: Fix T43918: adding submodule bge.app including attribute version.
Hi, Only to remark that the author of this patch is Quentin Wenger (Matpi). I know that after phabricator update is more difficult to find the author's mail which it is necessary to give correct acknowledgement using git. Perhaps, the easiest way is to modify the commit log including an author field. Regards, Jorge El 15/06/2015 21:47, Porteries Tristan nore...@git.blender.org escribió: Commit: 1c707a239258996e4f5a5873517ff34564eaf8da Author: Porteries Tristan Date: Mon Jun 15 21:20:47 2015 +0200 Branches: master https://developer.blender.org/rB1c707a239258996e4f5a5873517ff34564eaf8da BGE: Fix T43918: adding submodule bge.app including attribute version. This patch adds the submodule app to bge. apps contains constants similar to bpy.app, particularly version (tuple of three ints like 2.75.1). It was requested in T43918 and set as TODO. The patch also adds rst doc for the module. Reviewers: moguri, kupoman, lordloki, panzergame, campbellbarton Reviewed By: lordloki, panzergame, campbellbarton Subscribers: marcino15 Projects: #game_logic, #game_python, #game_engine Differential Revision: https://developer.blender.org/D1348 === A doc/python_api/rst/bge.app.rst M doc/python_api/sphinx_doc_gen.py M source/gameengine/Ketsji/KX_PythonInit.cpp M source/gameengine/Ketsji/KX_PythonInit.h === diff --git a/doc/python_api/rst/bge.app.rst b/doc/python_api/rst/bge.app.rst new file mode 100644 index 000..a0c2cf3 --- /dev/null +++ b/doc/python_api/rst/bge.app.rst @@ -0,0 +1,47 @@ + +Application Data (bge.app) +== + +Module to access application values that remain unchanged during runtime. + +.. module:: bge.app + +.. data:: version + + The Blender/BGE version as a tuple of 3 ints, eg. (2, 75, 1). + + .. note:: Version tuples can be compared simply with (in)equality symbols; + for example, ``(2, 74, 5) = (2, 75, 0)`` returns True (lexical order). + + :type: tuple of three ints + +.. data:: version_string + + The Blender/BGE version formatted as a string, eg. 2.75 (sub 1). + + :type: str + +.. data:: version_char + + The Blender/BGE version character (for minor releases). + + :type: str + +.. data:: has_texture_ffmpeg + + True if the BGE has been built with FFmpeg support, enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`. + + :type: bool + +.. data:: has_joystick + + True if the BGE has been built with joystick support. + + :type: bool + +.. data:: has_physics + + True if the BGE has been built with physics support. + + :type: bool + diff --git a/doc/python_api/sphinx_doc_gen.py b/doc/python_api/sphinx_doc_gen.py index e5ce4c7..32776ef 100644 --- a/doc/python_api/sphinx_doc_gen.py +++ b/doc/python_api/sphinx_doc_gen.py @@ -234,6 +234,7 @@ else: EXCLUDE_MODULES = [ aud, bge, +bge.app bge.constraints, bge.events, bge.logic, @@ -1669,6 +1670,7 @@ def write_rst_contents(basepath): fw( bge.texture.rst\n\n) fw( bge.events.rst\n\n) fw( bge.constraints.rst\n\n) +fw( bge.app.rst\n\n) # rna generated change log fw(title_string(API Info, =, double=True)) @@ -1825,6 +1827,7 @@ def copy_handwritten_rsts(basepath): bge.texture, bge.events, bge.constraints, +bge.app, bgl, # Blender OpenGl wrapper gpu, # GPU Shader Module diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index 80e56a4..a5fb2de 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -138,6 +138,7 @@ extern C { #include BKE_global.h #include BKE_library.h #include BKE_appdir.h +#include BKE_blender.h #include BLI_blenlib.h #include GPU_material.h #include MEM_guardedalloc.h @@ -2027,6 +2028,11 @@ PyMODINIT_FUNC initBGE(void) /* skip bge. */ #define SUBMOD (mod_full + 4) + mod_full = bge.app; + PyModule_AddObject(mod, SUBMOD, (submodule = initApplicationPythonBinding())); + PyDict_SetItemString(sys_modules, mod_full, submodule); + Py_INCREF(submodule); + mod_full = bge.constraints; PyModule_AddObject(mod, SUBMOD, (submodule = initConstraintPythonBinding())); PyDict_SetItemString(sys_modules, mod_full, submodule); @@ -2550,6 +2556,77 @@ PyMODINIT_FUNC initGameKeysPythonBinding() return m; } + + +/* - */ +/* Application: application values that remain unchanged during runtime */ +/*
Re: [Bf-committers] New Committer: Tristan Porteries (panzergame)
Congratulations Tristan ;-) 2015-05-03 9:13 GMT+02:00 Ines Almeida britalme...@gmail.com: Welcome! This is very good news and it s maybe our youngest committer? :D Congratulations! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BGE developer meeting 2015
brick color coding system, and leave noodle highlighted mode. #3 =if you could color the wires of logic, it makes it much easier to follow, there is a reason electricians use more then 1 color wire :) also hide by color would help a bunch. leave last noodle highlighted = makes it much easier to track down in complex systems. On Apr 3, 2015 10:50 AM, Jorge Bernal jbernalmarti...@gmail.com wrote: Hi BGE/Blender developers, last BGE meeting was almost a year ago. I think that it's time to organize another one to put in line our ideas regarding the BGE's future ;-) In the last meeting (See [1] and [2] ) we exposed all the possible options that we had but we didn't take any decision. Now that the bug tracker is slowly again under control and we have more volunteers, I think that it's time to take that decision: Basically, we have: 1- Rewrite/Refactor the current BGE 2- Integrate another game-engine (like Panda3D) 3- Leave the BGE as interactive tool. 4- Rewrite/Refactor current BGE + interactive tool + reuse code from blender (i.e new viewport code) The only thing that we were all agreed was that we wanted a real game engine not a limited one focused on interactive tool :-). Also, we would like to know the official BF position to be rowing all in the same direction. Last time the meeting was at 21h UTC. If everyone agrees we can have a meeting this monday 6th at 21h UTC Regards, Jorge [1] http://www.pasteall.org/52137 (irc log) [2] https://docs.google.com/document/d/1VVZAP0t5IZmGnwwHKSuo2FNn_7vnCb8BcKlMoymz9YI/edit (document exposing all options and pro/cons) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BGE developer meeting 2015
Hi BGE/Blender developers, last BGE meeting was almost a year ago. I think that it's time to organize another one to put in line our ideas regarding the BGE's future ;-) In the last meeting (See [1] and [2] ) we exposed all the possible options that we had but we didn't take any decision. Now that the bug tracker is slowly again under control and we have more volunteers, I think that it's time to take that decision: Basically, we have: 1- Rewrite/Refactor the current BGE 2- Integrate another game-engine (like Panda3D) 3- Leave the BGE as interactive tool. 4- Rewrite/Refactor current BGE + interactive tool + reuse code from blender (i.e new viewport code) The only thing that we were all agreed was that we wanted a real game engine not a limited one focused on interactive tool :-). Also, we would like to know the official BF position to be rowing all in the same direction. Last time the meeting was at 21h UTC. If everyone agrees we can have a meeting this monday 6th at 21h UTC Regards, Jorge [1] http://www.pasteall.org/52137 (irc log) [2] https://docs.google.com/document/d/1VVZAP0t5IZmGnwwHKSuo2FNn_7vnCb8BcKlMoymz9YI/edit (document exposing all options and pro/cons) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] [d21018b] master: Fix T44065: fixed vehicle constraint
This fix should be backported to 2.74 2015-03-21 14:46 GMT+01:00 Sybren A. Stüvel nore...@git.blender.org: Commit: d21018b3340496865626b279852159347ac9c102 Author: Sybren A. Stüvel Date: Sat Mar 21 14:42:57 2015 +0100 Branches: master https://developer.blender.org/rBd21018b3340496865626b279852159347ac9c102 Fix T44065: fixed vehicle constraint Commit ffee7f1a58a18bc08add94176ddffe29809139a6 broke vehicle constraints; this fixes that. === M source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp === diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index c0aaefe..a30ee0f 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -2644,9 +2644,6 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl if (!rb0) return 0; - // If either of the controllers is missing, we can't do anything. - if (!c0 || !c1) return 0; - btVector3 pivotInB = rb1 ? rb1-getCenterOfMassTransform().inverse()(rb0-getCenterOfMassTransform()(pivotInA)) : rb0-getCenterOfMassTransform() * pivotInA; btVector3 axisInA(axisX,axisY,axisZ); @@ -2658,6 +2655,8 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl { case PHY_POINT2POINT_CONSTRAINT: { + // If either of the controllers is missing, we can't do anything. + if (!c0 || !c1) return 0; btPoint2PointConstraint* p2p = 0; @@ -2686,6 +2685,9 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl case PHY_GENERIC_6DOF_CONSTRAINT: { + // If either of the controllers is missing, we can't do anything. + if (!c0 || !c1) return 0; + btGeneric6DofConstraint* genericConstraint = 0; if (rb1) @@ -2739,7 +2741,7 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl *rb0,s_fixedObject2, frameInA,frameInB,useReferenceFrameA); } - + if (genericConstraint) { //m_constraints.push_back(genericConstraint); @@ -2756,6 +2758,9 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl } case PHY_CONE_TWIST_CONSTRAINT: { + // If either of the controllers is missing, we can't do anything. + if (!c0 || !c1) return 0; + btConeTwistConstraint* coneTwistContraint = 0; @@ -2807,7 +2812,7 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl *rb0,s_fixedObject2, frameInA,frameInB); } - + if (coneTwistContraint) { //m_constraints.push_back(genericConstraint); @@ -2830,6 +2835,9 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl case PHY_LINEHINGE_CONSTRAINT: { + // If either of the controllers is missing, we can't do anything. + if (!c0 || !c1) return 0; + btHingeConstraint* hinge = 0; if (rb1) ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New Committer: Thomas Szepe (HG1)
Welcome!! \o/ 2015-02-16 20:08 GMT+01:00 Campbell Barton ideasma...@gmail.com: Thomas Szepe (aka hg1) has been working on the BGE for 2 years. He's been doing some great work on the BGE (rendering, physics / logic) and wants to do BGE development fixes in master. Welcome Thomas! -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Jorge Bernal (New Committer)
Hi, Thank you for your welcome :-) El 11/02/2015 03:56, Campbell Barton ideasma...@gmail.com escribió: Jorge Bernal (aka Lordloki), is keen to work on the game-engine/game-logic, since he's been active writing good quality patches its best to starts working in our official repositories. Patches: http://wiki.blender.org/index.php/User:Lordloki/Blender_activity_record_book Warm Welcome to Jorge! \o/ -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BGE regresion tests
Hi, I will take a look to the BGE regression suite during Xmas holydays. I will contact with you when finished. Regards, lordloki 2014-12-23 10:30 GMT+01:00 Sergey Sharybin sergey@gmail.com: Hey, A while ago we made it so P-key only starts BGE when current render engine is set to Game Engine. Since then running regression tests became a bit more of a hassle because they all are saved with BI as the render engine. Do BGE team (or someone else around :) mind going through the files making sure BGE is set as render engine in the tests files? Would also be nice if someone familiar with the GE checks if the files and scripts in them are valid. Currently having some files with python issues in them and not sure if it's normal/expected or not. Bet that's a nice projects for a rainy evening and for your commit ratio :) -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender-Staging Repository
Hi Campbell, I would like to gain access to the new tuhopuu repo. I have got several patches committed in blender and now i'm working in a big patch (BGE logic bricks clean up). My work: http://wiki.blender.org/index.php/User:Lordloki/Blender_activity_record_book As curiosity, I had commit access to the former tuhopuu branch :-) Regards, lordloki El 18/11/2014 21:01, Campbell Barton ideasma...@gmail.com escribió: Patch review continues to be a bottleneck, but we'd like to help get patch authors get involved even if we don't have to review patches for inclusion in master. The possibility of having a new tuhopuu repo came up (from CVS days where devs could gain access easily and commit what they liked to work on...), this sound like it could be fun... but someone still has to sync this with master resolve conflicts, if we don't ever expect the changes to go into official releases... its not the best use of our time. Especially when there are enough free 3rd-party git-hosting providers around. Here's the plan: We've setup a new git repository, matching git.blender.org:blender.git, * Patch authors are given access to this git repository (low barrier of entry). * Patches can be committed to blender-staging (no lengthy review, just check functionality is OK for releases). * Buildbot can be made to build this repo too. (for user testing). * Each release we re-mirror from master, (any longer term development can happen in a branch of blender-staging if really needed). This helps newer developers become fa miler with development tools process, so it goes smoother when they get access to the official repository. Ideally, it means patches end up being tested more thoroughly too. Anyone who doesn't have commit access would like, feel free to ask on this mailing-list (with a link to your work). We'll go over the patch tracker and suggest patches to be committed granting devs access to the repository in the next week or so. https://developer.blender.org/diffusion/BS/ -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine scenegraph: design, review and questions
Hi Brita, 2014-07-19 2:57 GMT+02:00 brita britalme...@gmail.com: When I do run the GE, it does not work. It looks like a normal parent relation. (I added an always motion to the parent, and pressed 'p') I have just uploaded a blend (with 2.71) to pasteall ( http://www.pasteall.org/blend/30499) showing the slow parenting in action in the bge. Press P and use the left/right/up/down arrows. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] developer.blender.org
Hi, only a remark, browse patches jumps to patches from addons project. 2013/11/15 Sergey Sharybin sergey@gmail.com Are you talking about Detaisl column there http://developer.blender.org/diffusion/B/ ? If so Details seems reasonably sized here. We might squeeze Revision column, but all the rest seems reasonably to have. It also might be some browser-specific render glitch. Do you mind making a screenshot? :) On Fri, Nov 15, 2013 at 11:06 PM, Yousef Hurfoush ba...@msn.com wrote: hi, some feedback the details column is pretty narrow, and most of the commit space wasted on non readable data, is there anyway to re-size columns in phabricator, or customize it per user? thanks Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53534] trunk/blender/build_files: Patch from Ejner Fergo: enhancements to install_deps.sh.
Hi, when i use the install_dep.sh script under Suse 12.1 I have to change the following libraries names to make it works: libX11-devel by xorg-x11-libX11-devel libXi-devel by libXi6-devel Index: build_files/build_environment/install_deps.sh === --- build_files/build_environment/install_deps.sh (revisión: 53922) +++ build_files/build_environment/install_deps.sh (copia de trabajo) @@ -1664,7 +1664,7 @@ THEORA_DEV=libtheora-devel _packages=gcc gcc-c++ make scons libpng-devel libtiff-devel \ - freetype-devel libX11-devel libXi-devel wget ncurses-devel \ + freetype-devel xorg-x11-libX11-devel libXi6-devel wget ncurses-devel \ readline-devel $OPENJPEG_DEV openal-soft-devel \ glew-devel yasm $THEORA_DEV $VORBIS_DEV SDL-devel fftw-devel \ libjpeg-devel patch Regards, Jorge 2013/1/11 Ejner Fergo ejner...@gmail.com Hi again, I got RPM to compile with scons, by adding 'rt' in this scons config option: LLIBS = ['util', 'c', 'm', 'dl', 'pthread', 'stdc++', 'rt' ] I also forgot to mention yesterday another caveat compiling with scons: No OSL or OpenCOLLADA... couldn't get them to work :-/ Compiling with cmake works with all options on all tested distros. Was thinking of making a check for sudo on Arch as it is not default like on the other distros (unless you use something like ArchBang), but maybe not necessary since it is mentioned on the wiki that sudo is needed? On Thu, Jan 10, 2013 at 12:18 PM, Bastien Montagne montagn...@wanadoo.fr wrote: Hee… I’m nearly a complete noob with those advanced linking topics :/ Regarding python under Ubuntu/debian, I already added another fields to CMake one or two months ago, as (future) py3.3 package under Debian also has split dirs, so now CMake has two different include dirs for python, old PYTHON_INCLUDE_DIR and new PYTHON_INCLUDE_CONFIG_DIR... As for Schro, fine with me to remove it, but don't bother making a patch for this, I’ll do it while applying your patch ;) On 10/01/2013 12:06, Sergey Sharybin wrote: Well, depends. If ffmpeg fails to compile and -rt doesn't help, then i'm currently don't have ideas. If ffmpeg compiles fine but blender fails, -lrt shall be added to blender's linker flags. On Thu, Jan 10, 2013 at 5:02 PM, Ejner Fergoejner...@gmail.com wrote: Hi Sergey, About -lrt option, I tried that (on ffmpeg configure line) but still couldn't get it to work. Maybe you or Bastien understand the issue better? I can remove schroedinger (don't know who used dirac anyway :P), can have a patch ready tomorrow maybe. Thanks! /Ejner On Thu, Jan 10, 2013 at 11:55 AM, Sergey Sharybin sergey@gmail.com wrote: From quick glance part related to NUMPY seems to be fine. Din't have Arch here to test tho. As per ubuntu, not sure that seemd to be working before? But why would they even split includes for multiarch, seems to be not smartest decision. Anyway, shouldn't be difficult to add multiarch includes detection i guess. For --all-static issue adding -lrt could help. But currently working from laptop where don't have virtual machines, so couldn't verify. Just side note: would say let's kick schro out. It's a bit of headache for this script.. Bastien, look fine for me. If you could do quick tests guess patch could be commited. On Thu, Jan 10, 2013 at 4:23 PM, Ejner Fergoejner...@gmail.com wrote: Hi again Sergey and Bastien! Well I kept hacking and testing the script, even if it will be replaced eventually. Hopefully it will help as a reference. Diff is here: http://www.pasteall.org/38680/diff There is now support for Arch Linux. NumPy is now an option. Able to compile without ffmpeg as well as cycles (seems some are interested in this). I also made the scons info useable for some systems (didn't really work before). Small fixes. What works: Arch build with cmake/scons and all options DEB build with scons What doesn't work: Ubuntu 12.10 with scons can't find the split python headers, needs: BF_PYTHON_INC = '/usr/include/python3.3m /usr/include/i386-linux-gnu/python3.3m' DEB with scons fails with --all-static (can't find libs that are directly referenced?) RPM with scons with/without --all-static, fails with: /usr/bin/ld: /opt/lib/ffmpeg/lib/libavdevice.a(v4l2.o): undefined reference to symbol 'clock_gettime@@GLIBC_2.2' /usr/bin/ld: note: 'clock_gettime@@GLIBC_2.2' is defined in DSO /lib/librt.so.1 so try adding it to the linker command line /lib/librt.so.1: could not read symbols: Invalid operation Hope you find it usefull. Best regards, Ejner On Fri, Jan 4, 2013 at 11:21 AM, Ejner Fergoejner...@gmail.com wrote:
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47195] trunk/blender: BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI
Hi Benoit, in readfile.c, shouldn't it be sce-gm.deactivationtime = 0.0f? Best Regards, Jorge 2012/5/29 Benoit Bolsee benoit.bol...@online.be Revision: 47195 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47195 Author: ben2610 Date: 2012-05-29 20:30:33 + (Tue, 29 May 2012) Log Message: --- BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI. The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s) under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled is deactivation time is set to 0). These settings help reducing the processing spent on Physics during the game. Previously they were only accessible from python but not working because of a bug. Now the python functions are working and the settings are available in the Physics panel of the World settings when using the Blender Game render engine. Python API: import PhysicsConstraints PhysicsConstraints.setDeactivationLinearTreshold(float) PhysicsConstraints.setDeactivationAngularTreshold(float) Modified Paths: -- trunk/blender/release/scripts/startup/bl_ui/properties_game.py trunk/blender/source/blender/blenkernel/BKE_blender.h trunk/blender/source/blender/blenkernel/intern/scene.c trunk/blender/source/blender/blenloader/intern/readfile.c trunk/blender/source/blender/makesdna/DNA_object_types.h trunk/blender/source/blender/makesdna/DNA_scene_types.h trunk/blender/source/blender/makesrna/intern/rna_scene.c trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp Modified: trunk/blender/release/scripts/startup/bl_ui/properties_game.py === --- trunk/blender/release/scripts/startup/bl_ui/properties_game.py 2012-05-29 20:06:31 UTC (rev 47194) +++ trunk/blender/release/scripts/startup/bl_ui/properties_game.py 2012-05-29 20:30:33 UTC (rev 47195) @@ -622,6 +622,14 @@ col.prop(gs, logic_step_max, text=Max) col = layout.column() +col.label(text=Physics Deactivation:) +sub = col.row(align=True) +sub.prop(gs, deactivation_linear_threshold, text=Linear Threshold) +sub.prop(gs, deactivation_angular_threshold, text=Angular Threshold) +sub = col.row() +sub.prop(gs, deactivation_time, text=Time) + +col = layout.column() col.prop(gs, use_occlusion_culling, text=Occlusion Culling) sub = col.column() sub.active = gs.use_occlusion_culling Modified: trunk/blender/source/blender/blenkernel/BKE_blender.h === --- trunk/blender/source/blender/blenkernel/BKE_blender.h 2012-05-29 20:06:31 UTC (rev 47194) +++ trunk/blender/source/blender/blenkernel/BKE_blender.h 2012-05-29 20:30:33 UTC (rev 47195) @@ -42,7 +42,7 @@ * and keep comment above the defines. * Use STRINGIFY() rather than defining with quotes */ #define BLENDER_VERSION 263 -#define BLENDER_SUBVERSION 7 +#define BLENDER_SUBVERSION 8 #define BLENDER_MINVERSION 250 #define BLENDER_MINSUBVERSION 0 Modified: trunk/blender/source/blender/blenkernel/intern/scene.c === --- trunk/blender/source/blender/blenkernel/intern/scene.c 2012-05-29 20:06:31 UTC (rev 47194) +++ trunk/blender/source/blender/blenkernel/intern/scene.c 2012-05-29 20:30:33 UTC (rev 47195) @@ -516,6 +516,9 @@ sce-gm.maxlogicstep = 5; sce-gm.physubstep = 1; sce-gm.maxphystep = 5; + sce-gm.lineardeactthreshold = 0.8f; + sce-gm.angulardeactthreshold = 1.0f; + sce-gm.deactivationtime = 0.0f; sce-gm.flag = GAME_DISPLAY_LISTS; sce-gm.matmode = GAME_MAT_MULTITEX; Modified: trunk/blender/source/blender/blenloader/intern/readfile.c === --- trunk/blender/source/blender/blenloader/intern/readfile.c 2012-05-29 20:06:31 UTC (rev 47194) +++ trunk/blender/source/blender/blenloader/intern/readfile.c 2012-05-29 20:30:33 UTC (rev 47195) @@ -7230,9 +7230,9 @@ if (main-versionfile 263) { /* set fluidsim rate. the version patch for this in 2.62 was wrong, so -* try to correct it, if rate is 0.0 that's likely not intentional */ + try to correct it, if rate is 0.0 that's likely not intentional */ Object *ob; - + for (ob = main-object.first; ob; ob = ob-id.next) {
Re: [Bf-committers] gsoc 2012
I think the only possible way is Android as to use gpl software in Ipad/Iphone have legal issues. In this link you we will see the first attemps to make work blender with Android: http://wiki.blender.org/index.php/User:AlexK/Android 2012/3/3 xiangquan xiao xiaoxiangq...@gmail.com I'm going to apply for a BGE project this year, as I have made my mind to be a game developer :) The install on portable device looks interesting. I knew the Game Editor[1] is Write once, run anywhere. I wondered what's the potential device? ipad/iphone/Android? [1] http://game-editor.com/Main_Page 2012/3/3 Nicholas Bishop nicholasbis...@gmail.com The code is a little out of date and hasn't been updated to work on BMesh, but it's a very minor change. Ptex tessellates N-gons just like Catmull-Clark does (i.e. by creating N quads.) -Nicholas On Fri, Mar 2, 2012 at 8:41 PM, Alexandr Kuznetsov kuzsa...@gmail.com wrote: Nicholas Bishop, is it compatible with bmesh? I'm not sure if code change affected Ptex. Just curious. Thanks, Alex On Fri, Mar 2, 2012 at 8:18 PM, Nicholas Bishop nicholasbis...@gmail.comwrote: The Ptex painting code works fairly well, but it's not integrated into either of Blender's renderers, so it's not very useful right now. -Nicholas On Fri, Mar 2, 2012 at 6:24 PM, Tobias Kummer supertoi...@gmx.net wrote: On that note, what is the state of the ptex integration Nicholas Bishop started? That would be a big one for me! Greets, Tobi On Fri Mar 2 20:37:14 2012, Tom M wrote: Hi all, I'm currently working on our GSoC mentoring organization application. Part of that process is providing an ideas list. To form the ideas list I've invited our user community to post their wishes to this thread http://blenderartists.org/forum/showthread.php?247490-GSoC-Wishlist I've summarized the results thus far here http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Wishlist and have marked things that were a priority for a lot of people with * Mentors (any core coder/previous years mentors/most folks who have commit rights qualify) - if you would be willing to scan through the list it would be good to make note of 1) stuff that should likely be done only by a core developer - ie add - Core Only 2) stuff on your todo list that you would like others not to touch - ie add - Brecht todo 3) stuff that you would be willing to mentor if it is selected and would be willing to answer questions from potential gsoc applicants on - ie add - Campbell mentor (note that it is preferable to have multiple potential mentors for each, so even if someone else has their name by it, please add yours too if you are interested :) ) i realise that many things on the list are too small to be a complete gsoc project but we can often aggregate a bunch of small todos into a larger gsoc project Also core developers please feel free to add your own ideas that you would enjoy mentoring or projects that you would like a student to help you on. Those items that have a potential mentor by them I will move to the official ideas list. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Xiao Xiangquan | 肖祥全 Master Candidate of Computer Science Peking University, Beijing, 100871, PRC. Tel: +86-13810295146 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] In need for help/documentation for modifiers
Hi, Check this link: http://www.blender.org/development/architecture/notes-on-sdna/ Regards, Jorge 2010/10/8 Tobias Oelgarte tobias.oelga...@googlemail.com So far i edited 10 different places. But if i try to compile it, i get this confusing error message from makesdna: ... scons: `/media/Trekstor_01/temp/blender-trunk/build/linux2/lib/libbf_imbuf.a' is up to date. /media/Trekstor_01/temp/blender-trunk/build/linux2/makesdna /media/Trekstor_01/temp/blender-trunk/build/linux2/source/blender/makesdna/intern/dna.c Running makesdna at debug level 0 Program version: $Id: makesdna.c 31990 2010-09-18 03:46:13Z campbellbarton $ Sizeerror 8 in struct: RestoreVolumeModifierData (add 4 bytes) scons: *** [/media/Trekstor_01/temp/blender-trunk/build/linux2/source/blender/makesdna/intern/dna.c] Error 1 scons: building terminated because of errors. So far as i read the code, it checks if the struct has the correct size. But is something wrong with my struct? I can't see it: from DNA_modifier_types.h: typedef struct RestoreVolumeModifierData { ModifierData modifier; // own data float volume;/* volume that mesh should have after applying modifier */ char name[32]; /* name of vertexgroup that defines wich areas can grow/shrink */ } RestoreVolumeModifierData; Phil Gosch schrieb: Hi, I found this link pretty helpful: http://enja.org/2010/05/24/blender-creating-a-custom-modifier/ Best wishes, phil (SaphireS) Am 08.10.2010 12:44, schrieb Tobias Oelgarte: At least this is some starting point. A simple documentation on this could be really handy. I will try to setup a basic modifier and see if i run in any trouble. If so, i will ask back, since this could also be helpfull, if you decide to write a documentation on this. For now i will spend my time to read more into the code. Thank you. Without this i might have searched for hours/days and probably given up frustrated. Jeroen Bakker schrieb: Hi, I have a small step by step mind dump, but have not yet had time to write the complete documentation about it. see below. there is also a developer website who mentions it, but cannot find it right now. Add custom modifier 1. DNA_modifier_types.h -- add ModifierType enumeration (must start with eModifierType_[NAME]) 2. DNA_modifier_types.h -- Add [NAME]ModifierData struct. first field must be ModifierData modifier 3. rna_modifier.c -- {eModifierType_[NAME], [NAME], ICON_MOD_PHYSICS, Surface, }, static void rna_def_modifier_test(BlenderRNA *brna) { StructRNA *srna; srna= RNA_def_struct(brna, TestModifier, Modifier); RNA_def_struct_ui_text(srna, Test Modifier, just a test); RNA_def_struct_sdna(srna, TestModifierData); RNA_def_struct_ui_icon(srna, ICON_MOD_PARTICLES); } add sdna fields static StructRNA* rna_Modifier_refine(struct PointerRNA *ptr) add case call method from register 4 modifier.c mti = INIT_TYPE(Test); mti-type = eModifierTypeType_Constructive; mti-flags = eModifierTypeFlag_AcceptsMesh; mti-initData = testModifier_initData; // method to be called when created mti-copyData = testModifier_copyData; // method to be called when copied mti-applyModifier = testModifier_applyModifier; // method to be called when applied mti-applyModifierEM = testModifier_applyModifierEM; // method to be called when applied /** test modifier **/ static void testModifier_initData(ModifierData *md) { } static void testModifier_copyData(ModifierData *md, ModifierData *target) { } static DerivedMesh *testModifier_applyModifier(ModifierData *md, Object *ob, DerivedMesh *dm, int useRenderParams, int isFinalCalc) { return dm; } static DerivedMesh *testModifier_applyModifierEM(ModifierData *md, Object *ob, EditMesh *editData, DerivedMesh *derivedData) { return testModifier_applyModifier(md, ob, derivedData, 0, 1); } 5. add user interface panel. properties_data_modifier.py class DATA_PT_modifiers add method [NAME] 6. implement modifier. On 10/08/2010 12:30 PM, Tobias Oelgarte wrote: Hello, Im currently looking into the sources of blender and try to understand how the modifiers are working. Writing a modifier seams to be simple, but on the other side there are many other files that are keeping lists of them (to know which are available). This is somehow like finding all needles in a haystack. Is there a documentation on modifiers, that lists all the files that need to be changed if you write/add your own modifier? Need this files to be