利用者:Moguri/FoundationWork

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Week 12 (July 12th - July 18th)

Week 11 (July 5th - July 11th)

Info

Worked on the tracker and code review. I have been trying to also cleanup the patch tracker. I have also updated D511 (the patch to add material IPOs to GLSL materials) to support hardness values for materials.

Next Week

Tracker work, code review, and helping Brita.

Code Review

  • D635 BGE debug API and actuator (applied to master)
  • D567 BGE: Fix for applyImpulse function (applied to master)
  • D565 BGE: TrackTo actuator: increasing up & track axis options (waiting for test file and updated patch)

Fixes

Patches Closed in the Patch Tracker

  • T33701 BGE debug API and actuator (applied to master)
  • T29419 applyImpulse local/global coordinate fix (moved to Differential)
  • T37492 Mist and global ambient for Multitexture and GLSL (moved to Differential)
  • T34861 TrackTo actuator: increasing up & track axis options (moved to Differential)
  • T13622 A Number Of Ray Sensor Improvements (not going to support)
  • T28422 Add a new controller in bge: it execute a function from a shared library like python modules (not going to support)
  • T34748 New BGE API function getMainDisplayDimensions (being moved to Differential)

Total closed reports: 11 (7 from patch tracker)

Week 10 (June 28th - July 4th)

Previous Week

Looks like I failed to report for week nine. I made the publishing addon a little more user-friendly and pushed it to master. There was also some tracker work and helping Brita.

Info

This week was primarily spent on tracker work and code review. I have also begun working on trying to cleanup the patch tracker (and encouraging patch submitters to resubmit their patches via Differential).

Next Week

More of the same: tracker work, code review, and helping Brita.

Code Review

  • D567 BGE: Fix for applyImpulse function (this is ready to be pushed to master)
  • D322 blenderplayer - added option 'Debug Information' to use or not the display options

Fixes

Total closed reports: 8 (3 from patch tracker)

Week 8 (June 14th - June 20th)

Info

The new publishing addon is going through code review. I've added OS X support and downloading binaries automatically (really slow right now and needs to be re-implemented as some sort of non-blocking operator). I've also added some extra options like archiving and copying assets. I have created a wiki page for BGE issues. This will probably be merged into the BGE's todo list at some point. I have also looked into using BKE_rigidbody (bottom of the BGE issues page for now). In general, we would need to more directly make use of Blender data (most notably objects and scenes) before this becomes useful. Otherwise, it would be a lot of hacks (similar to how we do animation with copying transform matrices around). I also dug more into potential stepping issues with the BGE and Bullet, and I've come to the conclusion that we are actually passing reasonable values into the stepping function.

Next Week

  • Try to set executable bits on Linux and OS X runtimes when publishing from Windows (maybe by modifying the archive the runtime is in)
  • Respond to feedback from code review and user testing on the publishing addon
  • Make the "Default/Additional" platforms a bit more user-friendly, and allow for publish the default platform with other platforms in a single "click"


Code Review

  • D559 BGE: New Mouse Actuator (This should be ready to go into master in the next day or so)

Fixes

Total closed reports: 1

Week 7 (June 7th - June 13th)

Info

This week there was a meeting discussing the future of the BGE and it's current issues. My work this week has been based off of information from that meeting. I've put up a blog post discussing some issues with the BGE's codebase that make it hard to maintain (I'll be moving these and more issues into a wiki page next week). I have also begun work on a new publishing addon (pulling code from the Save as Runtime addon). I have publishing to Linux and Windows working, and you can publish to multiple platforms at once (assuming you have the binaries for them). Other than that, I've done some more code review and responding to community feedback on the blog post from last week.

Next Week

  • Setup a wiki page for code issues in the BGE (starting with the issues from my blog post)
  • Add support for OS X publishing to the new addon
  • Add support for downloading binaries from blender.org via the addon
  • Commit code that has passed code review to master (if we get to BCon1) or a staging branch
  • Look into Blender's physics code as a potential replacement for the BGE's current physics code

Code Review

  • D148 Multitexture world (mist, ambient) fix
  • D559 BGE: New Mouse Actuator
  • D565 BGE: TrackTo actuator: increasing up & track axis options
  • D567 BGE: Fix for applyImpulse function

Week 6 (May 31st - June 6th)

Info

Finally got the blog post up. I also sent a message out to the bf-gamedev mailing list asking for feedback. I have also sent a message to BlenderNation on how to best spread the news of a new exporter and request feedback via BlenderNation. So far, I've only gotten responses via a blog post. One user found T40516. Another user commented on wanting to see some more love for FBX importing. I also did some code review and tracker triaging/bug fixing (but mostly triaging).

Next Week

?

Code Review

  • D476 BGE: New Property sensor evaluation types
  • D559 BGE: New Mouse Actuator
  • D565 BGE: TrackTo actuator: increasing up & track axis options
  • D567 BGE: Fix for applyImpulse function


General Tasks

  • None

Fixes

Total closed reports: 5

Week 5 (May 24th - May 30th)

Info

Cleaned up some code and fixed some bugs. I've also been preparing a blog post for code.blender.org that should be available over the weekend (I'm waiting on some feedback before publishing the post).

Next Week

Next week will be mostly a bug fixing week. The code.blender.org post will ask community members to supply feedback on workflow issues, so I might try to address anything that comes up there.

General Tasks

  • BGE cleanup: Removing some potential memory leaks from KX_NavMeshObject when it fails to build a navmesh. [3b3908020e5ed2a]
  • BGE cleanup: Remove unused KX_TrackToActuator::m_tracktime member. [8dafbed4b5f7fc7]

Fixes

Total closed reports: 5

Week 4 (May 17th - May 23rd)

Info

More FBX testing this week. I had a laundry list of things to test from Campbell:

  • Path Mode/Copy Textures
  • Smoothing Modes
  • Shape keys
  • Custom properties
  • Batch mode
  • Non-deform bones (haven't looked into this yet)
  • Bone constraints (IK seems to work)
  • Object animations
  • NGons
  • Tangents/Normals (haven't looked into this yet)

I've updated my export docs with information on exporting to Unity, UDK, and UE4 (this also meant getting UE4 setup on my windows machine). I've also reported the following issues:

  • T40274 FBX Export: Group instances export a "No Material" material
  • T40303 FBX export: Embedding textures does not work
  • T40308 FBX export: Custom properties appear to not be exporting

Bastien has already fixed the first two issues, and he's waiting on more information from me to fix the last issue.

Next Week

?

General Tasks

  • BGE LibNew: Only warn about meshes with users in debug builds. [0865b4f48e911b1]
  • BGE cleanup: Removing the unused KX_Scene::UpdateMeshTransformations() function. [3abb2e0a3de5154]

Fixes

None

Total closed reports: 4

Week 3 (May 10th - May 16th)

Info

I started a thread on BlenderArtists to get community feedback on which bugs are actually affecting projects, which lead to a lot of time tracking down dangling pointers in LibFree code.

Next Week I have started a wiki page to begin documenting various notes (gotchas, bugs, known limits, etc.) on exporting a level and character from Blender to other engines (Unity, UDK, and UE4). Next week I will pull together some assets to make a simple (probably one room) house interior level to export. I will try exporting the whole level to other engines as well as exporting single assets and piecing the level together in the various engines.

General Tasks

None

Fixes (Reported)


Total closed reports: 10

Week 2 (May 3rd - May 9th)

Info

This week I got a Windows machine setup with Blender, Unity, and UDK. I began running various export tests to hunt for bugs in the binary FBX exporter. I found/reported the following issues:

  • T40038: Binary FBX export does not handle group instances
  • T40040: Binary FBX export only exports one action
  • T40041: Incorrect UVs with FBX export
  • T40091: FBX Export: Python error with dupligroups

I also finished reviewing and committing (yeah, I forgot about BCon3) the "unlimited" action layers patch from mahalin (D491). I have submitted a patch for review (D511) to add material IPO support to GLSL materials. A lot of the patch work was done by Kupoman, I mostly just reviewed, cleaned, and tested things.

Next Week

UE4? I'll need to talk with Campbell to get some more clearly defined goals. There is a bug with modifying vertex information (e.g., UVs) via the Python API on a skinned mesh not working. I think there are about four bug reports related to this, so I would like to tackle this bug at least.

General Tasks

Fixes (reported)

  • Fix T40113: Skinned meshes with non-animated shape keys crashes the BGE. [d5588fd658dc0c7]
  • Fix T39928: Blender crash/freeze when game engine is started with animation played directly on camera object with parents. [362b25b38287cb7]

Fixes (unreported)

  • BGE: Fixing shape key animations on meshes with no armature. [087bbe624f6e0de]
  • BGE VideoTexture: Fix for loading PNG (and possibly other) files. [ff08acc556d8e40]

Total closed reports: 9

Week 1 (May 1st - May 2nd)

Info

This week I cleaned up the game engine dev wiki page, and made sure the game engine release notes for 2.71 were up-to-date. I have also begun looking into export workflows to UE4 (watching some YouTube tutorials). Some cleanup and bug fixing was also done.

Next Week

Gather more feedback on exporting Unreal, look into getting UE4 setup on a Windows machine, and fixing more bugs.

General Tasks

  • BGE cleanup: Removing the unused SCA_EventManager::Replace_PhysicsScene(). [27cbb28659c1bb5]
  • BGE cleanup: Moving the PHY_* includes in BL_BlenderDataConversion.cpp [9f16428cb5f047b]
  • BGE cleanup: KX_GameObject::GetParent() no longer increases the object's refcount. [60c8c130fed60dc]

Fixes (reported)

Total closed reports: 5