Thomas Szepe (hg1)
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User Since
Jul 18 2011, 7:52 PM (292 w, 3 d)

Recent Activity

Sun, Feb 12

Thomas Szepe (hg1) added a comment to D1193: BGE: Fix T29882: Add anti-aliasing filtering for fonts.

I don't know what is planned for the 2.8 viewport. But I think they will not add a font texture filtering.

Sun, Feb 12, 9:12 AM · Game Engine

Sat, Feb 11

Thomas Szepe (hg1) added a comment to D1577: BGE: New Python API to add a 2D filter.

Are there plans to merge the UPBGE back to the BGE?
If not I will reopen this diff.

Sat, Feb 11, 8:37 PM · Game Python, Game Engine
Thomas Szepe (hg1) added a comment to D2404: Fix: get bgl methods working with buffer objects.

@ Aaron Carlisle.
Why you have edited the tags? The BGL wrapper is is for both BGE and Blender.
Also why you have removed Campbell from the reviewer list. He is the Python API module owner.
https://wiki.blender.org/index.php/Dev:Doc/Process/Module_Owners/List

Sat, Feb 11, 7:59 PM · Game Engine

Mon, Feb 6

Thomas Szepe (hg1) created T50606: Video texture don't load png files.
Mon, Feb 6, 8:18 PM · Game Python, Game Engine

Thu, Feb 2

Thomas Szepe (hg1) closed T49260: Node Uv Animation Not working in bge as "Invalid".

This type of animation is not not supported by the game engine.

Thu, Feb 2, 7:42 PM · Game Animation, Game Engine

Dec 14 2016

Thomas Szepe (hg1) committed rB741c4082d822: BGE: Fix T50098: Crash when useding ImageMirror (authored by Thomas Szepe (hg1)).
BGE: Fix T50098: Crash when useding ImageMirror
Dec 14 2016, 8:08 PM
Thomas Szepe (hg1) closed T50098: Mirror.py Crashes Blender as "Resolved" by committing rB741c4082d822: BGE: Fix T50098: Crash when useding ImageMirror.
Dec 14 2016, 8:08 PM · Game Engine

Dec 10 2016

Thomas Szepe (hg1) added inline comments to D2404: Fix: get bgl methods working with buffer objects.
Dec 10 2016, 1:56 PM · Game Engine
Thomas Szepe (hg1) added reviewers for D2404: Fix: get bgl methods working with buffer objects: Mitchell Stokes (moguri), Porteries Tristan (panzergame), Willian Padovani Germano (ianwill).
Dec 10 2016, 8:52 AM · Game Engine

Dec 8 2016

Thomas Szepe (hg1) created D2404: Fix: get bgl methods working with buffer objects.
Dec 8 2016, 1:00 PM · Game Engine

Nov 26 2016

Thomas Szepe (hg1) added a comment to T49409: Frozen mouse in BGE.

Will the UPBGE development progress be submitted to the official Blender? Or it is separate program?

Nov 26 2016, 10:34 AM · Game Engine

Nov 24 2016

Thomas Szepe (hg1) added a comment to T49409: Frozen mouse in BGE.

I can't, because it works on my PC.
Ask the UPBGE developers, maybe someone knows the answer, what is causing the problem and can make a patch for the BGE.

Nov 24 2016, 7:03 PM · Game Engine

Oct 1 2016

Thomas Szepe (hg1) added a comment to T49409: Frozen mouse in BGE.

I can't reproduce the mouse bug.
Windows 7 64 bit, Nvidia Geforce GTX460
Blender 32 bit.
Test it with the UPBGE https://upbge.fr/.

Oct 1 2016, 11:43 PM · Game Engine

Sep 6 2016

Thomas Szepe (hg1) added a comment to D1461: BGE: Skybox.

As I know the BGE use the cube map only to render object refections and still not render a background cube map. Actually Blender only render it in the viewport but not in the BGE.
I think you're confusing that with UPBGE where world background rendering is working.

Sep 6 2016, 12:02 PM · OpenGL / Gfx, Game UI, Game Rendering, Game Engine

Jul 12 2016

Thomas Szepe (hg1) added a comment to T48774: Tangent Shading material option doesn't work on BGE..

Tangent Shading is not working on viewport and BGE or...

Yes, tangent material shading is not implemented in the BGE nor in the blender view port.

Jul 12 2016, 7:48 PM · Game Engine
Thomas Szepe (hg1) closed T48792: Armature / Mesh game physics issue as "Invalid".

That is not an issue. The physic mesh will be only moved if the object origin it self will be moved, or the origin of the parent will be moved. I won't be updated if it would be modified from an armature bone. Because updating the physic mesh every armature change will cost to much performance.

Jul 12 2016, 7:30 PM · Game Engine

Jul 2 2016

Thomas Szepe (hg1) committed rB0d4961cc52ce: Fix typo in bgl.Buffer report function (authored by Thomas Szepe (hg1)).
Fix typo in bgl.Buffer report function
Jul 2 2016, 6:38 PM
Thomas Szepe (hg1) renamed T48542: OSL crash on 32bit from "OSL crash after activation (using 32bit blender on 64bit windows)" to "OSL crash after activation on 32bit windows".
Jul 2 2016, 6:29 PM · Platform: Windows, Cycles, BF Blender

May 30 2016

Thomas Szepe (hg1) added a comment to T48542: OSL crash on 32bit.

I can confirm the crash on windows 7 32 bit.

May 30 2016, 6:05 PM · Platform: Windows, Cycles, BF Blender

May 29 2016

Thomas Szepe (hg1) added a comment to T48542: OSL crash on 32bit.

I don't have Windows and I don't have a 32bit OS. If someone can reproduce the issue with the two combinations I mentioned above, then I will leave this open. Otherwise I will close it.

Lol you want to close an obviously bug the will crash Blender. When I have time I will test it on one of the lab PC's with 32 bit Windows 7.

It's just not a practical combination.

No, running a 32 bit software on 64 bit OS is normal combination should also work.

You can also not run a 32bit Blender on a 64bit OS and use CUDA, that will not work either.

No, that is definitely not correct. CUDA works with this combination.

May 29 2016, 10:28 PM · Platform: Windows, Cycles, BF Blender
Thomas Szepe (hg1) added a comment to T48542: OSL crash on 32bit.

I have updated windows and the graphic card driver. As expected still crashing.

May 29 2016, 9:15 PM · Platform: Windows, Cycles, BF Blender
Thomas Szepe (hg1) added a comment to T48542: OSL crash on 32bit.

Why are you using a 32bit build on a x64bit OS?

Why not?

  • My PC has only 4GB of Ram.
  • Mostly I use the BGE and the 64 bit version has more bugs.
  • Mixing Python 32 bit third party libraries (someone only exist as 32 bit version) with 64 bit python will not work.
  • Also when I make a Blender test build, I always make a 32 bit version so all people can run it.
May 29 2016, 4:07 PM · Platform: Windows, Cycles, BF Blender
Thomas Szepe (hg1) created T48542: OSL crash on 32bit.
May 29 2016, 2:30 PM · Platform: Windows, Cycles, BF Blender

May 20 2016

Thomas Szepe (hg1) created T48480: node_tree.is_updated don't work with recent builds.
May 20 2016, 5:53 PM · Python, BF Blender

Feb 18 2016

Thomas Szepe (hg1) added a comment to D1390: BGE: Set max texture limit to 18..

@Matt (Matt). The actual texture limit is 8. For now you can use use material nodes to work around the texture limit.

Feb 18 2016, 10:03 PM · Game Rendering, Game Engine

Jan 17 2016

Thomas Szepe (hg1) committed rBc4c2bd1350a5: BGE: Allow access to light shadow settings with python (authored by Ulysse Martin (youle)).
BGE: Allow access to light shadow settings with python
Jan 17 2016, 6:49 PM
Thomas Szepe (hg1) closed D1690: BGE: Allow access to light shadow settings with python by committing rBc4c2bd1350a5: BGE: Allow access to light shadow settings with python (authored by Ulysse Martin (youle)).
Jan 17 2016, 6:49 PM · Game Engine
Thomas Szepe (hg1) accepted D1690: BGE: Allow access to light shadow settings with python.

I think it is better to keep 'shadowClipStart', 'shadowClipEnd' and 'shadowFrustumSize'. It is better to have it if somebody need it.
So actually we also keep camelCase API.

Jan 17 2016, 3:19 PM · Game Engine

Jan 11 2016

Thomas Szepe (hg1) added a comment to D1690: BGE: Allow access to light shadow settings with python.

Generally seems fine, though not sure why you would want to access some of these settings - shadowBleedBias for eg.

In an earlier version of this patch it does not return the 'shadowMatrix'. So we build our own with 'shadowClipStart', 'shadowClipEnd' and 'shadowFrustumSize'. So actually this values are only useful, if somebody want to build his own user matrix.

Jan 11 2016, 6:39 PM · Game Engine

Jan 4 2016

Thomas Szepe (hg1) added a comment to D1690: BGE: Allow access to light shadow settings with python.

I am sorry I miss two code style faults. We use a space before and after a question mark and colon.

Jan 4 2016, 11:50 PM · Game Engine

Jan 2 2016

Thomas Szepe (hg1) requested changes to D1690: BGE: Allow access to light shadow settings with python.

I think we should discuss about the API naming, please discuss that with the others (mogury, campbell).
ViewMatrix is not a good naming. It implies that it is only the lamp view matrix. But it returns the bias*projection*view*model matrix (I am not 100% sure about this, I don't found where it is calculated).
So I think something like lightMatrix or a remark in the dokunation that it in reality the MVPB matrix would be returned would be fine.

Jan 2 2016, 5:38 PM · Game Engine

Dec 31 2015

Thomas Szepe (hg1) added a comment to D1690: BGE: Allow access to light shadow settings with python.

Your actual patch won't merge into the actual master. There are three merge conflicts within all three RAS_OpenGLLight files. I don't have NeedShadowUpdate() in my actual source.
One last thing maybe will be good. I think a getter for the perspective matrix of the lamp will be fine too. So we don't need to calcualte our own matrix in Python.

Dec 31 2015, 12:53 PM · Game Engine

Dec 30 2015

Thomas Szepe (hg1) accepted D1690: BGE: Allow access to light shadow settings with python.

Look OK for me.
But the naming of the new API should checked by a second reviewer.

Dec 30 2015, 12:51 PM · Game Engine
Thomas Szepe (hg1) committed rB2583cc88dea5: Fix Moto overflow warnings (authored by Thomas Szepe (hg1)).
Fix Moto overflow warnings
Dec 30 2015, 12:46 PM

Dec 28 2015

Thomas Szepe (hg1) added a comment to D1690: BGE: Allow access to light shadow settings with python.

The simple sahadow don't works because buffertype returns a wrong value.
I also changed some attribute names and changed it to camelCase.
Modified padding in DNA_lamp_types.h.

Dec 28 2015, 12:01 PM · Game Engine

Dec 25 2015

Thomas Szepe (hg1) added a comment to D1690: BGE: Allow access to light shadow settings with python.

If you want to change this, you can also add frustum size for the sun.

Dec 25 2015, 1:57 PM · Game Engine

Dec 4 2015

Jacob Merrill (blueprintrandom) awarded T41209: Run Armature actuator not working with DupliGroup object. a Haypence token.
Dec 4 2015, 6:11 AM · Game Engine

Nov 25 2015

Thomas Szepe (hg1) added inline comments to D728: Better clock management.
Nov 25 2015, 10:02 PM · Game Engine

Nov 24 2015

Thomas Szepe (hg1) added a comment to D728: Better clock management.

I made some code style remarks.

Nov 24 2015, 6:31 PM · Game Engine

Oct 30 2015

Thomas Szepe (hg1) created D1595: BGE: Fix T35038 usePulseCollision does not work for Near and Radar sensor.
Oct 30 2015, 5:15 PM
Thomas Szepe (hg1) added a comment to rB8d3d931f6a64: BGE: Fix T46338 replace mesh from an other scene..

I meant old in therm of the code. Not of the cout object.
You are right cout was introduced in c++ and printf in c.
There are some advantages and disadvantages by using cout.

Oct 30 2015, 4:18 PM

Oct 29 2015

Thomas Szepe (hg1) added a comment to rB8d3d931f6a64: BGE: Fix T46338 replace mesh from an other scene..

Why do you used the old cout. We want to get rid of the old cout.
So please don't use it for future patches any more.

Oct 29 2015, 7:59 PM
Thomas Szepe (hg1) added a comment to T35038: usePulseCollision does not work on Near and Radar sensor.

At the weekend I will have a look at this.

Oct 29 2015, 7:22 PM · Game Engine, Game Logic

Oct 28 2015

Thomas Szepe (hg1) added a comment to rBf10db730bc4d: BGE: Fix T45945: Action bouncing..

Hm. I am not sure if this patch is working correct in any case (I don't tested it).
Because the maths in ResetStartTime() still calculate negative values and the comment above if (m_starttime < 0) tends me to think that it could be a problem when spending and resuming scenes while the action is playing.
Did you tested this case?

Oct 28 2015, 6:55 PM

Oct 27 2015

Thomas Szepe (hg1) added a comment to T31092: Rigid Body Joint Limits not displayed correctly in Physics Visualisation.

Yes I had looked at the problem. But this is a limitation of the Bullet engine (I found some threads in the bullet forum about this problem).
It is only possible to set +/-180° for the X and Z limit and approx +/-84° to max 87° (bigger values are unstable) for the Y limit (also in Blender).
But it is possible to swap the limited Y axis with an other. But I think this is not necessary because you can always rotate the joint.
Actually the limits are set to +/-360° may be we should change this limits to stable there maximum.

Oct 27 2015, 9:41 PM · Game Physics, Game Engine
Thomas Szepe (hg1) added a comment to D1581: BGE: Fix T45742: Drivers in Game Engine don't work for Spawned objects.

OK. I have done some additional tests with official Blender 2.76 64 bit and again with the my latest 32 bit build and both crash, but after approx 80s seconds and more then ~8ms logic load.
Then I have tested it with the official Blender 2.75 three times with 140s ~108ms logic load stopped because frame rate drops to 9 fps, no crash.

Oct 27 2015, 7:54 PM · Game Engine
Thomas Szepe (hg1) added a comment to D1581: BGE: Fix T45742: Drivers in Game Engine don't work for Spawned objects.

I tested it wit the original Blender 2.76 release, my build from yesterday and an actual build (all builds are 32 bit) there is no crash.
Maybe you have some changes left in your build or you don't actualized all sub modules or you need to make a fresh build.
Try build from the buildbot.

Oct 27 2015, 6:47 PM · Game Engine

Oct 26 2015

Thomas Szepe (hg1) added a comment to D1581: BGE: Fix T45742: Drivers in Game Engine don't work for Spawned objects.

It is better now, but sometime Blender still crash. ShapeKeyTest (2).blend crash sometimes. ShapeKeyTest2.blend crashed 2 times but always after I started it after ShapeKeyTest (2).blend has crashed. The crashes comes definitely from this path, there are no crashes without this patch.

Oct 26 2015, 3:56 PM · Game Engine
Thomas Szepe (hg1) added a comment to D1581: BGE: Fix T45742: Drivers in Game Engine don't work for Spawned objects.

My PC has only 4Gb of ram which fills up very fast when I run Visual Studio, Git, and the web browser. So if there Is a memory leek Blender will crash much earlier as on other PC's.
Actually I can run it only one time. Mostly it will crash at the second run, when I stop while the animation is playing.
But I am not sure if Blender will not crash if the animation is not playing, because catching every time the right moment to exit is very difficult.

Oct 26 2015, 3:20 PM · Game Engine
Thomas Szepe (hg1) requested changes to D1581: BGE: Fix T45742: Drivers in Game Engine don't work for Spawned objects.

With this patch Blender will sometime crash if I stop the engine.

Oct 26 2015, 9:17 AM · Game Engine

Oct 25 2015

Thomas Szepe (hg1) committed rB4f767e37e845: BGE: Cleanup: Code style BL_Shader (authored by Thomas Szepe (hg1)).
BGE: Cleanup: Code style BL_Shader
Oct 25 2015, 7:44 PM
Thomas Szepe (hg1) closed D1397: BGE: Cleanup: Code style BL_Shader by committing rB4f767e37e845: BGE: Cleanup: Code style BL_Shader.
Oct 25 2015, 7:44 PM · Game Engine
Thomas Szepe (hg1) updated the diff for D1397: BGE: Cleanup: Code style BL_Shader.
Oct 25 2015, 7:39 PM · Game Engine
Thomas Szepe (hg1) added a comment to D1572: BGE: New API to get 2D filter shader program.

I already started three month ago to do this. Also in terms of compute and tessellation shader. But I run into some issues.
Actually this methods are implemented in BL_Shader. So we need to move this into a own class. Also some of the methods are not needed for 2D filter like setAttrib, setUniformDef(). So we need to put this methods in an own class or extend it in BL_Shader.
Then the RAS_2DFilterManager for the 2D filter is written in C style. So I need to change it to allow create instances of it and store the instances in a vector to keep the pass number working.
To do this, I need to rewrite most of the shader stuff. Also I don't have a good concept now, to get everything backward compatibility, consistent and nice looking.
I need much more time to think over this.

Oct 25 2015, 8:53 AM · Game Engine

Oct 24 2015

Thomas Szepe (hg1) added a dependency for D1577: BGE: New Python API to add a 2D filter: D1572: BGE: New API to get 2D filter shader program.
Oct 24 2015, 7:52 PM · Game Python, Game Engine
Thomas Szepe (hg1) added a dependent revision for D1572: BGE: New API to get 2D filter shader program: D1577: BGE: New Python API to add a 2D filter.
Oct 24 2015, 7:52 PM · Game Engine
Thomas Szepe (hg1) created D1577: BGE: New Python API to add a 2D filter.
Oct 24 2015, 7:51 PM · Game Python, Game Engine

Oct 22 2015

Thomas Szepe (hg1) updated the diff for D1572: BGE: New API to get 2D filter shader program.

Done most of Tristan's requested changes.

Oct 22 2015, 4:21 PM · Game Engine
Thomas Szepe (hg1) added inline comments to D1571: BGE: Fix issues with async libload..
Oct 22 2015, 1:39 PM

Oct 21 2015

Thomas Szepe (hg1) added inline comments to D1572: BGE: New API to get 2D filter shader program.
Oct 21 2015, 11:31 PM · Game Engine
Thomas Szepe (hg1) added reviewers for D1572: BGE: New API to get 2D filter shader program: Porteries Tristan (panzergame), Jorge Bernal (lordloki), Mitchell Stokes (moguri), Sybren A. Stüvel (sybren), Angus Hollands (agoose77).
Oct 21 2015, 7:56 PM · Game Engine
Thomas Szepe (hg1) updated subscribers of D1572: BGE: New API to get 2D filter shader program.

I already have found a way to add custom other custom uniforms to the 2D Filter.
http://blenderartists.org/forum/showthread.php?374488-Bind-custom-uniform-values-to-a-2D-filter-%28using-bgl-wrapper%29

Oct 21 2015, 7:53 PM · Game Engine
Thomas Szepe (hg1) created D1572: BGE: New API to get 2D filter shader program.
Oct 21 2015, 7:36 PM · Game Engine
Thomas Szepe (hg1) updated the diff for D1397: BGE: Cleanup: Code style BL_Shader.

Change my mind on point 2. Now using curly brackets also for single line if statements.
Done requested changes.

Oct 21 2015, 7:13 PM · Game Engine

Oct 19 2015

Thomas Szepe (hg1) added a comment to D1397: BGE: Cleanup: Code style BL_Shader.

There is on open question. Should we use use curly braces for cases or should we mix it?
Because some cases are need curly braces.

case UNI_FLOAT:

or

case UNI_FLOAT:
{
Oct 19 2015, 4:42 PM · Game Engine
Thomas Szepe (hg1) added a comment to D951: BGE: Makes distance and angle python attributes for Radar Sensor writables.

API documentation changes are missing.

Oct 19 2015, 11:26 AM · Game Engine

Oct 11 2015

Thomas Szepe (hg1) committed rBbd6febc4c4fa: BGE: Change KX_WolrdInfo mathutils vector to color (authored by Thomas Szepe (hg1)).
BGE: Change KX_WolrdInfo mathutils vector to color
Oct 11 2015, 6:43 PM
Thomas Szepe (hg1) closed D1432: BGE: Change KX_WolrdInfo mathutils vector to color by committing rBbd6febc4c4fa: BGE: Change KX_WolrdInfo mathutils vector to color.
Oct 11 2015, 6:43 PM · Game Logic, Game Engine
Thomas Szepe (hg1) committed rB3dd83b533a03: BGE: Adding a Max Jumps value to the character physic window (authored by Thomas Szepe (hg1)).
BGE: Adding a Max Jumps value to the character physic window
Oct 11 2015, 6:29 PM
Thomas Szepe (hg1) closed D1302: BGE: Adding a Max Jumps value to the character physic window by committing rB3dd83b533a03: BGE: Adding a Max Jumps value to the character physic window.
Oct 11 2015, 6:29 PM · Game Engine
Thomas Szepe (hg1) updated the diff for D1302: BGE: Adding a Max Jumps value to the character physic window.

Update for the actual master.

Oct 11 2015, 5:58 PM · Game Engine
Thomas Szepe (hg1) committed rB83721682bb12: BGE: Change character jumping to char (authored by Thomas Szepe (hg1)).
BGE: Change character jumping to char
Oct 11 2015, 3:44 PM
Thomas Szepe (hg1) closed D1305: BGE: Change character jumping to char by committing rB83721682bb12: BGE: Change character jumping to char.
Oct 11 2015, 3:43 PM · Game Engine
Thomas Szepe (hg1) committed rB9b247bdf6127: BGE: Fix for last commit (authored by Thomas Szepe (hg1)).
BGE: Fix for last commit
Oct 11 2015, 3:20 PM
Thomas Szepe (hg1) committed rBcdb8bf0c9615: BGE: Add icons to collision shapes. (authored by Thomas Szepe (hg1)).
BGE: Add icons to collision shapes.
Oct 11 2015, 2:35 PM
Thomas Szepe (hg1) closed D1403: BGE: Add icons to collision shapes. by committing rBcdb8bf0c9615: BGE: Add icons to collision shapes..
Oct 11 2015, 2:35 PM · User Interface, Game UI, Game Engine
Thomas Szepe (hg1) committed rB2247ebe16ee8: BGE: Add recursive dupli group deletion (authored by Thomas Szepe (hg1)).
BGE: Add recursive dupli group deletion
Oct 11 2015, 2:10 PM
Thomas Szepe (hg1) closed D1205: BGE: Add recursive dupli group deletion by committing rB2247ebe16ee8: BGE: Add recursive dupli group deletion.
Oct 11 2015, 2:10 PM · Game Engine
Thomas Szepe (hg1) updated the diff for D1205: BGE: Add recursive dupli group deletion.

Update code style (asterisk).

Oct 11 2015, 2:03 PM · Game Engine
Thomas Szepe (hg1) retitled D1205: BGE: Add recursive dupli group deletion, from "Add recursive dupli group deletion." to "BGE: Add recursive dupli group deletion".
Oct 11 2015, 1:59 PM · Game Engine
Thomas Szepe (hg1) updated the summary for D1205: BGE: Add recursive dupli group deletion.
Oct 11 2015, 1:48 PM · Game Engine
Thomas Szepe (hg1) committed rBd1ee195260c3: BGE: Adding a screenshot function to game actuator (authored by Thomas Szepe (hg1)).
BGE: Adding a screenshot function to game actuator
Oct 11 2015, 1:43 PM
Thomas Szepe (hg1) closed D651: BGE: Adding a screenshot function to game actuator by committing rBd1ee195260c3: BGE: Adding a screenshot function to game actuator.
Oct 11 2015, 1:43 PM · Game Engine

Oct 6 2015

Thomas Szepe (hg1) added a comment to D1467: Fix for the replace physics mesh bug.

Can I just hit "done" to accept the suggested change with spaces?

To accept the changes you need to select "done" and then you need press "Submit". But this is only to inform us that you want to do or have done this changes.
It don't update the patch.
To change the patch you still need to upload an updated diff.

Oct 6 2015, 4:19 PM · Game Physics, Game Engine

Sep 21 2015

Thomas Szepe (hg1) updated the diff for D1403: BGE: Add icons to collision shapes..
Sep 21 2015, 6:31 PM · User Interface, Game UI, Game Engine

Sep 11 2015

Thomas Szepe (hg1) added a comment to D1467: Fix for the replace physics mesh bug.

I don't tested the code, I only added some code style notes.

Sep 11 2015, 3:41 PM · Game Physics, Game Engine

Sep 7 2015

Thomas Szepe (hg1) added a comment to D1378: Add rectangle and ellipse shape to spotlights.

Immediate mode means when you draw your graphic with glBegin(), glEnd() directly to the graphic card. Which is very slow.

glBegin(GL_LINES);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(z_abs, z_abs, x);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(-z_abs, -z_abs, x);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(z_abs, -z_abs, x);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(-z_abs, z_abs, x);
glEnd();
Sep 7 2015, 9:10 PM

Aug 29 2015

Thomas Szepe (hg1) added a comment to D1484: BGE: Fix T43883 joystick Xbox does not work properly since Blender 2.73 in Windows.

I don't know how discard the blenderplayer/CMakeLists.txt "change". I have compared it against old one and they are the same file.

In the old there was one space after ge_player_common and on after ge_converter.

Aug 29 2015, 7:10 PM · Game Engine
Thomas Szepe (hg1) added a comment to D1484: BGE: Fix T43883 joystick Xbox does not work properly since Blender 2.73 in Windows.

There is no mapping for X360 Controllers because they are XInput compatibles and they don't need the mapping.

I thought something like this. The problem is that the actual assignment is different to the old one and so the old files are not working any more.
You should mentioned this in the Blender 2.77 release notes.

Aug 29 2015, 11:38 AM · Game Engine

Aug 27 2015

Thomas Szepe (hg1) requested changes to D1484: BGE: Fix T43883 joystick Xbox does not work properly since Blender 2.73 in Windows.

I have tested your patch with my changes. The patch looks OK and there is no load error with SDL_GameControllerAddMappingsFromFile.
But the axis are still not correct on my Windows PC (broken since Blender 2.73a). It seems that there is no X360 Controller mapping in the gamecontrollerdb.txt for windows.

Aug 27 2015, 9:51 PM · Game Engine

Aug 24 2015

Thomas Szepe (hg1) added a comment to T45833: Light group instances are not rendered in the 3D viewport.

This isn't a bug, just instanced light is explicitly not handled by the viewport drawing.

I don't know if somebody removed some code or it was working due to a bug.
But for me that is a bug, because it was working before up to Blender 2.71.

Aug 24 2015, 7:46 PM · BF Blender

Aug 18 2015

Thomas Szepe (hg1) added a comment to T45833: Light group instances are not rendered in the 3D viewport.

@Bastien Montagne (mont29). If you submit a patch there is no "Subscribers" field only the "Assigned To", so I added Campbell as module owner.
When you don't want that somebody assign the task by it self, I think it is the best to replace it with the "Subscribers" field or generally remove this field.

Aug 18 2015, 5:36 PM · BF Blender

Aug 17 2015

Thomas Szepe (hg1) created T45833: Light group instances are not rendered in the 3D viewport.
Aug 17 2015, 10:00 PM · BF Blender

Aug 16 2015

Thomas Szepe (hg1) committed rB9437acb7f337: BGE: Fix memory leak and crash with certain physic types (authored by Thomas Szepe (hg1)).
BGE: Fix memory leak and crash with certain physic types
Aug 16 2015, 11:39 AM

Aug 15 2015

Thomas Szepe (hg1) added a task to D1459: T38448 further bug fix: T38448: BGE bullet physics constraint memory leak.

I've somehow "removed rB Blender as the repository for this revision.". It was probably something I missed when submitting the new patch. Is this something I need to fix?

No you don't need to add it. Just for info. You can always edit the differential by using the "Edit Revision" on the top right.

Aug 15 2015, 11:13 AM · Game Engine
Thomas Szepe (hg1) added a revision to T38448: BGE bullet physics constraint memory leak: D1459: T38448 further bug fix.
Aug 15 2015, 11:13 AM · Game Engine, Game Physics

Aug 12 2015

Thomas Szepe (hg1) added reviewers for D1461: BGE: Skybox: Porteries Tristan (panzergame), Mitchell Stokes (moguri), Sybren A. Stüvel (sybren), Jorge Bernal (lordloki), Campbell Barton (campbellbarton).

Test file:
Skybox.blend

Aug 12 2015, 8:52 PM · OpenGL / Gfx, Game UI, Game Rendering, Game Engine
Thomas Szepe (hg1) created D1461: BGE: Skybox.
Aug 12 2015, 7:17 PM · OpenGL / Gfx, Game UI, Game Rendering, Game Engine
Thomas Szepe (hg1) added a comment to T32794: Collision shape bugs.

No it is not fixed.
Only the collision bounds preview in the viewport is correct now.

Aug 12 2015, 6:09 PM · Game Engine, Game Physics
Thomas Szepe (hg1) requested changes to D1459: T38448 further bug fix.

Your patch will revert my changes introduced in D1007.
The rigid body it self only stores the constraints that are assigned to this object. So your modifications will break the constraint deletion if the rigid body B (target) is deleted.

Aug 12 2015, 9:08 AM · Game Engine