Re: [Bf-committers] UPBGE Discussion.

2016-11-14 Thread Jorge Bernal
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

2015-07-07 Thread Jorge Bernal
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 ;)
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Re: [Bf-committers] [Bf-blender-cvs] [1c707a2] master: BGE: Fix T43918: adding submodule bge.app including attribute version.

2015-06-15 Thread Jorge Bernal
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)

2015-05-03 Thread Jorge Bernal
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!
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Re: [Bf-committers] BGE developer meeting 2015

2015-04-07 Thread Jorge Bernal
 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)
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[Bf-committers] BGE developer meeting 2015

2015-04-03 Thread Jorge Bernal
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)
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Re: [Bf-committers] [Bf-blender-cvs] [d21018b] master: Fix T44065: fixed vehicle constraint

2015-03-21 Thread Jorge Bernal
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)

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Re: [Bf-committers] New Committer: Thomas Szepe (HG1)

2015-02-16 Thread Jorge Bernal
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
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Re: [Bf-committers] Jorge Bernal (New Committer)

2015-02-11 Thread Jorge Bernal
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
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Re: [Bf-committers] BGE regresion tests

2014-12-23 Thread Jorge Bernal
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
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Re: [Bf-committers] Blender-Staging Repository

2014-11-19 Thread Jorge Bernal
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
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Re: [Bf-committers] game engine scenegraph: design, review and questions

2014-07-19 Thread Jorge Bernal
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.
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Re: [Bf-committers] developer.blender.org

2013-11-15 Thread Jorge Bernal
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
 
 
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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.

2013-01-20 Thread Jorge Bernal
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

2012-05-29 Thread Jorge Bernal
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

2012-03-02 Thread Jorge Bernal
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
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 --
 Xiao Xiangquan | 肖祥全
 Master Candidate of Computer Science
 Peking University, Beijing, 100871, PRC.
 Tel: +86-13810295146
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Re: [Bf-committers] In need for help/documentation for modifiers

2010-10-08 Thread Jorge Bernal
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