Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU

Overview

Build Status OpenCollective OpenCollective

Panda3D

Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. Panda3D is open-source and free for any purpose, including commercial ventures, thanks to its liberal license. To learn more about Panda3D's capabilities, visit the gallery and the feature list. To learn how to use Panda3D, check the documentation resources. If you get stuck, ask for help from our active community.

Panda3D is licensed under the Modified BSD License. See the LICENSE file for more details.

Installing Panda3D

The latest Panda3D SDK can be downloaded from this page. If you are familiar with installing Python packages, you can use the following command:

pip install panda3d

The easiest way to install the latest development build of Panda3D into an existing Python installation is using the following command:

pip install --pre --extra-index-url https://archive.panda3d.org/ panda3d

If this command fails, please make sure your version of pip is up-to-date.

If you prefer to install the full SDK with all tools, the latest development builds can be obtained from this page.

These are automatically kept up-to-date with the latest GitHub version of Panda.

Building Panda3D

Windows

You can build Panda3D with the Microsoft Visual C++ 2015, 2017 or 2019 compiler, which can be downloaded for free from the Visual Studio site. You will also need to install the Windows 10 SDK, and if you intend to target Windows Vista, you will also need the Windows 8.1 SDK.

You will also need to have the third-party dependency libraries available for the build scripts to use. These are available from one of these two URLs, depending on whether you are on a 32-bit or 64-bit system, or you can click here for instructions on building them from source.

After acquiring these dependencies, you can build Panda3D from the command prompt using the following command. Change the --msvc-version option based on your version of Visual C++; 2019 is 14.2, 2017 is 14.1, and 2015 is 14. Remove the --windows-sdk=10 option if you need to support Windows Vista, which requires the Windows 8.1 SDK.

makepanda\makepanda.bat --everything --installer --msvc-version=14.2 --windows-sdk=10 --no-eigen --threads=2

When the build succeeds, it will produce an .exe file that you can use to install Panda3D on your system.

Note: you may choose to remove --no-eigen and build with Eigen support in order to improve runtime performance. However, this will cause the build to take hours to complete, as Eigen is a heavily template-based library, and the the MSVC compiler does not perform well under these circumstances.

Linux

Building Panda3D on Linux is easy. All you need is to invoke the makepanda script using the version of Python that you want Panda3D to be built against.

Run makepanda.py with the --help option to see which options are available. Usually, you will want to specify the --everything option (which builds with support for all features for which it detects the prerequisite dependencies) and the --installer option (which produces an installable .deb or .rpm file for you to install, depending on your distribution).

The following command illustrates how to build Panda3D with some common options:

python3 makepanda/makepanda.py --everything --installer --no-egl --no-gles --no-gles2 --no-opencv

You will probably see some warnings saying that it's unable to find several dependency packages. You should determine which ones you want to include in your build and install the respective development packages. You may visit this manual page for an overview of the various dependencies.

If you are on Ubuntu, this command should cover the most frequently used third-party packages:

sudo apt-get install build-essential pkg-config fakeroot python3-dev libpng-dev libjpeg-dev libtiff-dev zlib1g-dev libssl-dev libx11-dev libgl1-mesa-dev libxrandr-dev libxxf86dga-dev libxcursor-dev bison flex libfreetype6-dev libvorbis-dev libeigen3-dev libopenal-dev libode-dev libbullet-dev nvidia-cg-toolkit libgtk2.0-dev libassimp-dev libopenexr-dev

Once Panda3D has built, you can either install the .deb or .rpm package that is produced, depending on which Linux distribution you are using. For example, to install the package on Debian or Ubuntu, use this:

sudo dpkg -i panda3d*.deb

If you are not using a Linux distribution that supports .deb or .rpm packages, you may have to use the installpanda.py script instead, which will directly copy the files into the appropriate locations on your computer. You may have to run the ldconfig tool in order to update your library cache after installing Panda3D.

Alternatively, you can add the --wheel option, which will produce a .whl file that can be installed into a Python installation using pip.

macOS

On macOS, you will need to download a set of precompiled thirdparty packages in order to compile Panda3D, which can be acquired from here.

After placing the thirdparty directory inside the panda3d source directory, you may build Panda3D using a command like the following:

python makepanda/makepanda.py --everything --installer

You may target a specific minimum macOS version using the --osxtarget flag followed by the release number, eg. 10.9 or 10.14.

If the build was successful, makepanda will have generated a .dmg file in the source directory containing the installer. Simply open it and run the package file in order to install the SDK onto your system.

FreeBSD

Building on FreeBSD is very similar to building on Linux. You will need to install the requisite packages using the system package manager. To install the recommended set of dependencies, you can use this command:

pkg install pkgconf bison png jpeg-turbo tiff freetype2 harfbuzz eigen squish openal opusfile libvorbis libX11 mesa-libs ode bullet assimp openexr

You will also need to choose which version of Python you want to use. Install the appropriate package for it (such as python37 or python38) and run the makepanda script with your chosen Python version:

python3.7 makepanda/makepanda.py --everything --installer --no-egl --no-gles --no-gles2

If successful, this will produce a .pkg file in the root of the source directory which you can install using pkg install.

Android

Note: building on Android is very experimental and not guaranteed to work.

You can experimentally build the Android Python runner via the termux shell. You will need to install Termux and Termux API from the Play Store. Many of the dependencies can be installed by running the following command in the Termux shell:

pkg install python ndk-sysroot clang bison freetype harfbuzz libpng eigen openal-soft opusfile libvorbis assimp libopus ecj dx patchelf aapt apksigner libcrypt openssl pkg-config

Then, you can build the .apk using this command:

python makepanda/makepanda.py --everything --target android-21 --no-tiff --installer

You can install the generated panda3d.apk by browsing to the panda3d folder using a file manager. You may need to copy it to /sdcard to be able to access it from other apps.

To launch a Python program from Termux, you can use the run_python.sh script inside the panda/src/android directory. It will launch Python in a separate activity, load it with the Python script you passed as argument, and use a socket for returning the command-line output to the Termux shell. Do note that this requires the Python application to reside on the SD card and that Termux needs to be set up with access to the SD card (using the termux-setup-storage command).

Running Tests

Install PyTest and run the pytest command. If you have not installed Panda3D, you will need to configure your environment by pointing the PYTHONPATH variable at the built directory. On Linux, you will also need to point the LD_LIBRARY_PATH variable at the built/lib directory.

As a convenience, you can alternatively pass the --tests option to makepanda.

Reporting Issues

If you encounter any bugs when using Panda3D, please report them in the bug tracker. This is hosted at:

https://github.com/panda3d/panda3d/issues

Make sure to first use the search function to see if the bug has already been reported. When filling out a bug report, make sure that you include as much information as possible to help the developers track down the issue, such as your version of Panda3D, operating system, architecture, and any code and models that are necessary for the developers to reproduce the issue.

If you're not sure whether you've encountered a bug, feel free to ask about it in the forums or the IRC channel first.

Supporting the Project

If you would like to support the project financially, visit our campaign on OpenCollective. Your contributions help us accelerate the development of Panda3D.

For the list of backers, see the BACKERS.md file or visit the Sponsors page on our web site. Thank you to everyone who has donated!

Gold Sponsors

Issues
  • Display information inaccurate under Ubuntu

    Display information inaccurate under Ubuntu

    Under Ubuntu 18.04.2, "base.pipe.getDisplayInformation()" returns only a single available display mode, and that seems to match the full "desktop area" of the system--even when that spans two monitors.

    (I had thought that this was specific to a dual-(or perhaps multi-)monitor setup, but quickly unplugging my HDMI cable suggests that it still occurs with only a single monitor present.)

    When using a dual-monitor setup, the single available display mode is larger than either monitor alone--indeed, its horizontal resolution seems to be the sum of the horizontal resolutions of the two monitors.

    That is, with my laptop monitor having a resolution of 1366x768, and my external monitor having a resolution of 1280x1024, calling "print (base.pipe.getDisplayWidth(), base.pipe.getDisplayHeight())" produces the output "2646 1058".

    It is possible that this is an issue on my side--a bad driver, or some such. I'm using a Dell Inspiron 15 laptop with a GeForce 840M/PCIe/SSE2, and proprietary drivers installed.

    A simple program that shows the issue on my machine:

    from direct.showbase import ShowBase as showBase
    
    class game(showBase.ShowBase):
    
        def __init__(self):
            showBase.ShowBase.__init__(self)
    
            self.accept("escape", self.userExit)
    
            info = base.pipe.getDisplayInformation()
            print (info.getTotalDisplayModes())
            print (info.getDisplayModeWidth(0), info.getDisplayModeHeight(0))
            print (base.pipe.getDisplayWidth(), base.pipe.getDisplayHeight())
    
    app = game()
    app.run()
    
    bug 
    opened by ArsThaumaturgis 37
  • Having a significant amount of Actors causes massive fps dropage

    Having a significant amount of Actors causes massive fps dropage

    In games like Toontown, having as much as like 8 toons in the area, causes the fps to go down from what would be normally around 80-90 in an area, down to about 30. This is the biggest place the engine needs optimization in if you ask me.

    opened by drewc5131 33
  • ((Dtool_PyInstDef *)self)->_signature not defined when creating ShowBase

    ((Dtool_PyInstDef *)self)->_signature not defined when creating ShowBase

    Running the demo shader-terrain with valgrind, he complains that "Conditional jump or move depends on uninitialised value(s)". Apparently this is caused by : ((Dtool_PyInstDef *)self)->_signature not being defined for some object. (used in py_panda.h in DtoolInstance_Check() )

    I tried to remove as much code as possible from the demo, and in fact just creating the ShowBase object already triggers the error:

    from direct.showbase.ShowBase import ShowBase demo = ShowBase()

    interrogate 
    opened by JoelStienlet 32
  • Physics Crash: Force-related vector holding “not a number”

    Physics Crash: Force-related vector holding “not a number”

    Every so often–very seldom, in fact–and usually when something else is going wrong (such as extraneous circumstances causing an extremely low frame-rate) a crash occurs in what seems to be physics logic.

    I only have the most recent such crash to hand, I think, and it’s been long enough since the last one that I don’t know whether it was the same.

    That said, here is that most-recent crash:

    Traceback (most recent call last):
      File "/usr/local/lib/python3.6/dist-packages/direct/showbase/ShowBase.py", line 1815, in updateManagers
        self.physicsMgr.doPhysics(dt)
    AssertionError: !child_vector.is_nan() at line 59 of panda/src/physics/linearForce.cxx
    Traceback (most recent call last):
      File "GameCore.py", line 1471, in <module>
        gameFramework.run()
      File "/usr/local/lib/python3.6/dist-packages/direct/showbase/ShowBase.py", line 3152, in run
        self.taskMgr.run()
      File "/usr/local/lib/python3.6/dist-packages/direct/task/Task.py", line 537, in run
        self.step()
      File "/usr/local/lib/python3.6/dist-packages/direct/task/Task.py", line 491, in step
        self.mgr.poll()
      File "/usr/local/lib/python3.6/dist-packages/direct/showbase/ShowBase.py", line 1815, in updateManagers
        self.physicsMgr.doPhysics(dt)
    AssertionError: !child_vector.is_nan() at line 59 of panda/src/physics/linearForce.cxx
    

    As you can see, the issue seems to occur in “doPhysics”, and seems to result from some vector being “not a number”.

    My project uses Bullet for physics, rather than Panda's internal physics system--but it does also use particles, and so enables Panda's physics.

    I'm afraid that I don't currently have a reliable way to reproduce this issue. (Which is a bit of a concern for me, too, as it means that I don't know how to test whether the issue is still present, or whether any of my own code is prompting it.)

    This comes from a thread on the forum, linked here: https://discourse.panda3d.org/t/physics-crash-force-related-vector-holding-not-a-number

    (It's been pointed out to me that the physics-manager indicated in the error above does seem to be related to the call to "enableParticles", so I've retracted my expression of suspicion that the issue might be Bullet-related.)

    bug 
    opened by ArsThaumaturgis 28
  • Unable to install in default location on Catalina

    Unable to install in default location on Catalina

    Attempting to click the continue button on the install location screen results in this message from Catalina which promptly closes the installer.

    This package is incompatible with  this version of macOS.
    The version is trying to install content to the system volume. Contact the software manufacturer for assistance
    

    Quick surface look suggests this is because Catalinas system volume is read only with only a few links to its secondary partition that is read/write. Currently if you do not have more then one drive in your Mac machine you cannot install Panda with anything other then pip.

    bug macos 
    opened by thetestgame 25
  • Loading an .egg file using load_sync causes buffer overrun

    Loading an .egg file using load_sync causes buffer overrun

    Using environment:

    • Windows 10
    • Panda version 1.9.4
    • Visual Studio Community 2015
    • Visual C++ 2015

    I have a project that was set up as described in the Panda3D manual here.

    Within the project, the load_sync call as shown below consistently produces a buffer overrun once the calling function returns. When placed in a a main() by itself, it sometimes causes a heap corruption. This heap corruption also occasionally occurs within the larger application.

    Loader* loader = new Loader();
    PT(PandaNode) node = loader->load_sync("/c/collision/models/box.egg");
    

    The buffer overrun is caught by the GS buffer security check. The error messages are below.

    Unhandled exception at 0x7717D95C (ntdll.dll) in myProject.exe: 0xC0000374: A heap has been corrupted (parameters: 0x771A0878). Unhandled exception at 0x003C12A4 in myProject.exe: Stack cookie instrumentation code detected a stack-based buffer overrun.

    opened by kfructuoso 24
  • Unable to compile on big sur using opencv and fmod third party packages

    Unable to compile on big sur using opencv and fmod third party packages

    Description

    I expected it to compile but it fails.

    Version: 1.11.0
    Platform: macosx-10.16-x86_64
    Using Python 3.8 build located at /Library/Frameworks/Python.framework/Versions/3.8/Headers
    Using compiler: GCC
    Host OS: darwin
    Host arch: x86_64
    Target OS: darwin
    Target arch: x86_64
    System library search path:
      /usr/lib
      /usr/local/lib
      /Library/Developer/CommandLineTools/usr/lib/clang/12.0.0
    System include search path:
      /usr/local/include
      /Library/Developer/CommandLineTools/usr/include/c++/v1
      /Library/Developer/CommandLineTools/usr/lib/clang/12.0.0/include
      /Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include
      /Library/Developer/CommandLineTools/usr/include
    Using thirdparty directory: thirdparty/darwin-libs-a/
    Couldn't find library libfftw3
    Couldn't find header file fftw.h
    WARNING: Could not locate thirdparty package fftw, excluding from build
    Couldn't find the framework OpenGLES
    Couldn't find library libGLESv1_CM
    Couldn't find header file GLES/gl.h
    WARNING: Could not locate thirdparty package gles, excluding from build
    Couldn't find library libGLESv2
    Couldn't find header file GLES2/gl2.h
    WARNING: Could not locate thirdparty package gles2, excluding from build
    Couldn't find library libEGL
    Couldn't find header file EGL/egl.h
    WARNING: Could not locate thirdparty package egl, excluding from build
    WARNING: Could not locate pkg-config package gtk+-2.0, excluding from build
    Writing built/pandac/extension_native_helpers.py
    Removing file built/Frameworks/Cg.framework/Cg
    Removing file built/Frameworks/Cg.framework/Resources
    Removing file built/Frameworks/Cg.framework/Versions/Current
    Removing file built/Frameworks/Cg.framework/Headers
    Removing file built/lib/libopencv_highgui.2.4.dylib
    install_name_tool -id @loader_path/../lib/libopencv_core.2.4.3.dylib built/lib/libopencv_core.2.4.3.dylib
    error: /Library/Developer/CommandLineTools/usr/bin/install_name_tool: in swap_object_headers(): malformed load command 0 (cmdsize not a multiple of 4)
    fatal error: /Library/Developer/CommandLineTools/usr/bin/install_name_tool: internal error: swap_object_headers() failed
    Process exited with exit status 0 and signal code 1
    Storing dependency cache.
    Elapsed Time: 1 sec
    The following command returned a non-zero value: install_name_tool -id @loader_path/../lib/libopencv_core.2.4.3.dylib built/lib/libopencv_core.2.4.3.dylib
    Build terminated.
    
    

    Steps to Reproduce

    The latest commit the source I use is from september 1st,. So checkout 6c8066bb619d263527e870c4a8148201ba9e3a3a then try to compile on big sur.

    Environment

    • Operating system: Mac OS 11.0, Macbook Air 2017
    • System architecture: 64 bit
    • Panda3D version: 1.11.0
    • Installation method: built from source
    • Python version (if using Python): python 3.8.6
    • Compiler (if using C++): clang 6.0 i believe
    macos build 
    opened by DarthNihilus1 23
  • Unable to install panda3d with pipenv on macOS 11

    Unable to install panda3d with pipenv on macOS 11

    Description

    Hi there, I'm having trouble installing panda3d using pipenv. I was hoping to try out Ursina Engine but the installation keeps failing for panda3d.

    Even if I try to explicitly install panda3d==1.10.9 I have the same problem.

    The error I see is:

    Installing panda3d==1.10.9...
    Error:  An error occurred while installing panda3d==1.10.9!
    Error text: 
    ERROR: Could not find a version that satisfies the requirement panda3d==1.10.9 (from -r /var/folders/v7/l6w8wpbs7g5d3q3w6p4_c8dw0000gn/T/pipenv-rl3r4pyi-requirements/pipenv-zd_sbelv-requirement.txt (line 1)) (from versions: none)
    ERROR: No matching distribution found for panda3d==1.10.9 (from -r /var/folders/v7/l6w8wpbs7g5d3q3w6p4_c8dw0000gn/T/pipenv-rl3r4pyi-requirements/pipenv-zd_sbelv-requirement.txt (line 1))
    
    ✘ Installation Failed 
    

    Steps to Reproduce

    To reproduce this, you'll have to have pipenv installed and Python 3.8.8.

    Then run:

    $ pipenv install "panda3d==1.10.9"
    

    Environment

    • Operating system: MacOS 11.2.3 (20D91)
    • Panda3D version: Trying to install 1.10.9
    • Installation method: (eg. pip, wheel, SDK, built from source) pipenv
    • Python version (if using Python): 3.8.8
    • Compiler (if using C++): N/A
    macos 
    opened by ciaranevans 21
  • Python 3 Datagram invalid start byte

    Python 3 Datagram invalid start byte

    When using datagrams with valid data in them on Python 3 any call to get_message results in the following error

    UnicodeDecodeError: 'utf-8' codec can't decode byte 0x84 in position 10: invalid start byte
    
    opened by thetestgame 21
  • Video driver reports shaders are not supported M1 macOS.

    Video driver reports shaders are not supported M1 macOS.

    Description

    I've been trying to implement shadow mapping and bloom filters with an M1 MacBook Pro 13 with no success. When trying to run the example shadows (provided by panda3d team) a message is displayed that says: Shadow Demo: Video driver reports that shaders are not supported. Which is activated by the function base.win.getGsg().getSupportsBasicShaders()

    Screen Shot 2021-03-28 at 18 02 44

    Steps to Reproduce

    I currently have installed panda3d version 1.11.0.dev1953 In a M1 apple device run the basic.py script located in the samples folder.

    Environment

    • Operating system: macOS Big Sur 11.2.3
    • System architecture: Apple M1
    • Panda3D version: 1.11.0.dev1953
    • Installation method: pip3 install --pre --extra-index-url https://archive.panda3d.org/ panda3d
    • Python version (if using Python): Python 3.9.2
    • Compiler (if using C++): No
    question macos 
    opened by AnMontes 18
  • Simpler particle birth-offset, and again plus a

    Simpler particle birth-offset, and again plus a "_tics_since_birth" getter

    As with #766, this pull request is intended to allow one to start a particle effect with a slight offset to particle birthing.

    However, where that previous version introduced a new variable, "_initial_birth_offset", this one makes do without. Instead, it modifies the "soft_start" method to take an optional parameter that is used in setting "_tics_since_birth", where before it was being set to "0.0f", if I'm not much mistaken.

    The optional parameter has a default value of "0.0f", intended to result in extant code still producing the same effects.

    There are then similar changes to related Python classes, allowing this offset to be passed in to the C++ "soft_start" method.

    And as before, a "getter" method has been exposed to allow querying of the "_tics_since_birth" variable.

    Finally, a simple demonstrative program for these changes:

    from direct.showbase.ShowBase import ShowBase
    from direct.particles.ParticleEffect import ParticleEffect
    from panda3d.core import Vec4
    
    class Game(ShowBase):
    
        def __init__(self):
            ShowBase.__init__(self)
            self.enableParticles()
            self.win.setClearColor(Vec4(0, 0, 0, 1))
    
            self.accept("escape", base.userExit)
    
            self.basicEffect = ParticleEffect()
            self.basicEffect.loadConfig("testParticles.ptf")
            self.basicEffect.setPos(0.75, 5, -0.3)
    
            self.offsetEffect = ParticleEffect()
            self.offsetEffect.loadConfig("testParticles.ptf")
            self.offsetEffect.setPos(-0.75, 5, -0.3)
    
            self.basicEffect.start(parent = render, renderParent = render)
            self.offsetEffect.start(parent = render, renderParent = render)
            
            print (self.offsetEffect.getParticlesList()[0].getTicsSinceBirth())
    
            self.offsetEffect.softStart(firstBirthOffset = -0.25)
    
            print (self.offsetEffect.getParticlesList()[0].getTicsSinceBirth())
    
    app = Game()
    app.run()
    

    "testParticles.ptf" is the same as in the previous version, being is a simple point-particle effect:

    self.reset()
    self.setPos(0.000, 0.000, 0.000)
    self.setHpr(0.000, 0.000, 0.000)
    self.setScale(1.000, 1.000, 1.000)
    p0 = Particles.Particles('particles-1')
    # Particles parameters
    p0.setFactory("PointParticleFactory")
    p0.setRenderer("PointParticleRenderer")
    p0.setEmitter("SphereSurfaceEmitter")
    p0.setPoolSize(1024)
    p0.setBirthRate(2.0000)
    p0.setLitterSize(100)
    p0.setLitterSpread(0)
    p0.setSystemLifespan(0.0000)
    p0.setLocalVelocityFlag(1)
    p0.setSystemGrowsOlderFlag(0)
    # Factory parameters
    p0.factory.setLifespanBase(0.5000)
    p0.factory.setLifespanSpread(0.0000)
    p0.factory.setMassBase(1.0000)
    p0.factory.setMassSpread(0.0000)
    p0.factory.setTerminalVelocityBase(400.0000)
    p0.factory.setTerminalVelocitySpread(0.0000)
    # Point factory parameters
    # Renderer parameters
    p0.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAOUT)
    p0.renderer.setUserAlpha(1.00)
    # Point parameters
    p0.renderer.setPointSize(1.00)
    p0.renderer.setStartColor(Vec4(1.00, 1.00, 1.00, 1.00))
    p0.renderer.setEndColor(Vec4(1.00, 1.00, 1.00, 1.00))
    p0.renderer.setBlendType(PointParticleRenderer.PPONECOLOR)
    p0.renderer.setBlendMethod(BaseParticleRenderer.PPNOBLEND)
    # Emitter parameters
    p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE)
    p0.emitter.setAmplitude(1.0000)
    p0.emitter.setAmplitudeSpread(0.0000)
    p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 1.0000))
    p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000))
    p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000))
    # Sphere Surface parameters
    p0.emitter.setRadius(0.1000)
    self.addParticles(p0)
    

    Screenshot from 2019-11-01 21-37-47

    opened by ArsThaumaturgis 18
  • incompatible with Vscode's pylance language server

    incompatible with Vscode's pylance language server

    Description

    Steps to Reproduce

    Hello . Your python version of this framework is not compatible with vscode's pylance language server because when I want to import content of ai and core modules vscode does not recognize them . Microsoft told me this issue is for lacking of type subs files . please solve this issue . panda3d_2

    Environment

    • Operating system: windows 10 pro 64bit
    • System architecture:
    • Panda3D version: 1.10.11
    • Installation method: pip
    • Python version (if using Python): 3.10.5
    • Compiler (if using C++):
    opened by BlackEagle1983 0
  • Flat RopeNode: Breaks and Overlaps

    Flat RopeNode: Breaks and Overlaps

    Description

    A moving rope-node, with the "tape" render-mode applied, can produce small overlaps and breaks along its course. This is most especially the case when it turns acutely, I find.

    Steps to Reproduce

    The following program demonstrates the effect, on my machine at least. To test, simply run the program--you should see a flat rope-node moving in a circle of varying diameter, and triangular breaks and overlaps appearing. (The latter made visible via transparency and a lack of depth-testing)

    from direct.showbase.ShowBase import ShowBase
    
    from panda3d.core import Vec3, Vec4, NodePath, RopeNode, NurbsCurveEvaluator
    
    import math
    
    from panda3d import __version__ as pandaVersion
    print (pandaVersion)
    
    import sys
    print (sys.version)
    
    class Game(ShowBase):
        def __init__(self):
            ShowBase.__init__(self)
    
            # A black backdrop to better show the effect
            self.win.setClearColor(Vec4(0, 0, 0, 1))
    
            # Our rope and its curve!
            self.ropeNode = RopeNode("rope")
            self.curve = NurbsCurveEvaluator()
            self.ropeNode.setCurve(self.curve)
    
            # Make the rope a flat surface, and set its width
            self.ropeNode.setRenderMode(RopeNode.RM_tape)
            self.ropeNode.setThickness(3)
    
            # I'm not sure that these are required, but I'll leave them in just in case
            self.ropeNode.setNormalMode(RopeNode.NM_none)
            self.ropeNode.setTubeUp(Vec3(0, 0, 1))
    
            # Set set up the curve and our number of points
            self.curve.reset(7)
    
            # Create and arrange a NodePath for our rope
            self.ropeNP = NodePath(self.ropeNode)
            self.ropeNP.setY(25)
            self.ropeNP.setP(90)
            self.ropeNP.reparentTo(render)
    
            # This makes the rope semi-transparent and prevents depth-testing from interfering, as in the original case
            self.ropeNP.setAlphaScale(0.5)
            self.ropeNP.setTransparency(True)
            self.ropeNP.setDepthTest(False)
    
            # For the purposes of this demonstrative program, we'll just have the rope spin around in a circle.
            # These next things, then, are elements that control the points of the curve:
            #  a list of points, a speed-value, and a circle-size (which changes)
            self.positionList = []
    
            self.angle = 0
    
            self.speed = 5
    
            self.circleSize = 5
            self.maxCircleSize = 5
            self.minCircleSize = 1
            self.circleSizeDir = 1
    
            # And finally, an update task in which to update our curve
            self.updateTask = self.taskMgr.add(self.update, "update task")
    
        def update(self, task):
            dt = self.clock.getDt()
    
            # Vary the size of the circle of the rope's movement, to show different aspects of the effect produced
            self.circleSize += self.circleSizeDir * 1.5 * dt
            if self.circleSizeDir > 0 and self.circleSize > self.maxCircleSize:
                self.circleSize = self.maxCircleSize
                self.circleSizeDir = -1
            elif self.circleSizeDir < 0 and self.circleSize < self.minCircleSize:
                self.circleSize = self.minCircleSize
                self.circleSizeDir = 1
    
            # Accumulate a circular angle, and from that calculate the current position on the circle
            self.angle += self.speed * dt
    
            pos = Vec3(math.sin(self.angle) * self.circleSize, math.cos(self.angle) * self.circleSize, 0)
    
            # Update the list of points:
            numPoints = len(self.positionList)
            if numPoints == 0:
                # If there are no points yet, just add the current one
                self.positionList.append(pos)
            else:
                # Otherwise, if the current point is sufficiently far from the last, add it
                lastPt = self.positionList[-1]
                diff = pos - lastPt
                lastSegmentDist = diff.length()
                testDist = 1.5
                if lastSegmentDist > testDist:
                    self.positionList.append(pos)
    
                    # Prevent the list from holding too many points
                    while len(self.positionList) > 8:
                        self.positionList.pop(0)
    
            # And finally, update the curve!
            # The first vertex is always the current point, and subsequent vertices
            #  take their positions from the point-list
            self.curve.setVertex(0, pos)
            for index, pt in enumerate(self.positionList[-1:-(len(self.positionList)-1):-1]):
                self.curve.setVertex(index+1, pt)
    
            return task.cont
    
    
    app = Game()
    app.run()
    

    Screenshot from 2022-06-23 11-17-21

    Environment

    • Operating system: Ubuntu Linux 18.04.6
    • System architecture: 64-bit
    • Panda3D version: 1.10.11
    • Installation method: pip, I believe.
    • Python version (if using Python): 3.6.9
    • Compiler (if using C++): N/A
    opened by ArsThaumaturgis 0
  • cocoadisplay: Restore desktop display mode when closing a fullscreen window

    cocoadisplay: Restore desktop display mode when closing a fullscreen window

    Issue description

    On macOS, when one closes a fullscreen window which display mode is not the desktop display mode, the desktop display mode is not properly restored, resulting in a unexpected change of layout.

    Solution description

    This PR should fix this problem by restoring the desktop display mode (stored in _windowed_mode) when handle_close_event() is called (when the user click the close window button), or when the open window property is set to false (this happens when the application closes itself).

    When the application is requested to close by the system, for example when using Command-Q, there is no event or property update received and so the mode is not restored. To support also this scenario, I updated the application delegate to listen to applicationWillTerminate which is called when the application is about to be closed, and I call remove_all_windows() on GraphicsEngine. This cause in fine set_properties_now() to be called with the open property set to false like the previous scenario.

    Note that I also tried to put the restore code in the destructor of CocoaGraphicsWindow but when the application is closed by Command-Q the destructor is never called.

    Checklist

    I have done my best to ensure that…

    • [x] …I have familiarized myself with the CONTRIBUTING.md file
    • [x] …this change follows the coding style and design patterns of the codebase
    • [x] …I own the intellectual property rights to this code
    • [x] …the intent of this change is clearly explained
    • [x] …existing uses of the Panda3D API are not broken
    • [x] …the changed code is adequately covered by the test suite, where possible.
    opened by el-dee 2
  • Fix spelling errors in the README

    Fix spelling errors in the README

    Issue description

    There are some spelling mistakes in the README

    Solution description

    This change fixes those spelling errors

    Checklist

    I have done my best to ensure that…

    • [x] …I have familiarized myself with the CONTRIBUTING.md file
    • [x] …this change follows the coding style and design patterns of the codebase
    • [x] …I own the intellectual property rights to this code
    • [x] …the intent of this change is clearly explained
    • [x] …existing uses of the Panda3D API are not broken
    • [x] …the changed code is adequately covered by the test suite, where possible.
    opened by IsakTheHacker 4
  • "Forced" Clock-Mode Produces Zero Delta-Ts--But Only Via PRC

    Description

    If one sets the clock-mode to "forced" via a call to loadPrcFileData("", "clock-mode forced"), the global-clock then always reports a delta-t of "0.0".

    If conversely one uses the "limited" clock-mode, or if the clock-mode is instead set in code via a call to the global-clock's "setMode" method, then all works as expected.

    Some discussion of the issue was conducted on the forum, in this thread.

    Steps to Reproduce

    The following code displays the issue, on my machine at least.

    In short, it activates the frame-rate meter, sets an appropriate clock-mode, then repeatedly prints out the global-clock's delta-time.

    To test, simply run the code: if the issue holds, it should output "0.0", regardless of the reported frame-rate.

    Also included are some commented-out approaches that do work, including the setting of the clock-mode to "limited", and the use of a call to "setMode" to set of the clock-mode to "forced".

    from panda3d.core import loadPrcFile, loadPrcFileData
    loadPrcFileData("", "show-frame-rate-meter #t")
    loadPrcFileData("", "clock-mode forced")    # Does not work as expected
    #loadPrcFileData("", "clock-mode limited")   # Works as expected
    loadPrcFileData("", "clock-frame-rate 60")
    
    from direct.showbase.ShowBase import ShowBase
    from panda3d.core import ClockObject
    
    class Game(ShowBase):
        def __init__(self):
            ShowBase.__init__(self)
    
            #self.clock.setMode(ClockObject.MForced)   # Works as expected
    
            self.taskMgr.add(self.update, "update")
    
        def update(self, task):
            print (self.clock.getDt())
    
            return task.cont
    
    app = Game()
    app.run()
    

    Environment

    • Operating system: Ubuntu Linux 18.04.6
    • System architecture: 64-bit
    • Panda3D version: 1.10.11
    • Installation method: pip, I believe
    • Python version (if using Python): 3.6.9
    • Compiler (if using C++): N/A
    opened by ArsThaumaturgis 0
  • Fix cocoadisplay mouse bugs

    Fix cocoadisplay mouse bugs

    Issue description

    This PR aims to solve a couple of issues wrt the mouse behaviour on macOS.

    1. Resizing a window may change window origin

    When resizing a window, the origin of the window may change, for example when the window is maximized or when the window is resized using the left or top side of the window. See #1312

    1. The mouse Y-coordinates is off by one point.

    When retrieving the mouse pointer position using [event locationInWindow] the Y-coordinate has 1 for base, however this is converted by NSView convertPoint:fromView:nil However in the code that offset is also compensated, resulting in a pointer position off by one point. This can be tested by moving the pointer to position (16, -1) this point is outside the view and on the window bar and dragging the mouse from that position should move the window alongside. However this is not the case, one must move the position to (16, -2) to be on the first point of the window bar

    1. Confined mouse mode is not properly working

    When in mouse confined mode, when the cursor is moved against one of the border, it sorts of bounce back inside the window once it reaches the border (the effect is more visible if the mouse is moved fast). This is due to using [event delta] when in confined mode instead of the actual mouse pointer position. Deltas are not accurate, and so the derived mouse pointer position calculated by accumulating all the received deltas is wrong.

    1. Mouse pointer freezes for half a second after being moved

    When the mouse pointer is moved programmatically, either because we are in confined mode or we change the pointer position, the mouse pointer becomes unresponsive for half a second. This is an obscure mechanism inside CG that is triggered when moving (or warping) the mouse pointer.

    Solution description

    1. Fix in 6bcf7d1f525892cad35cbab149419076b0d2d3fa consists of calling handle_move_event() also when resizing (as was expected by the comment in the code)

    2. The fix in 0093bacef423636a52d2d0df61ca38ea6ba8241d simply removes the extraneous coordinates change.

    3. The fix in dbc199ce47d35e2fb6baef4d7732e947f137873a uses the delta only for the relative mouse mode.

    4. The fix in a61debd7aa28743abba94dd153c087e97619b62b calls CGAssociateMouseAndMouseCursorPosition() to disable the event suppresion interval that causes the mouse freeze.

    Checklist

    I have done my best to ensure that…

    • [x] …I have familiarized myself with the CONTRIBUTING.md file
    • [x] …this change follows the coding style and design patterns of the codebase
    • [x] …I own the intellectual property rights to this code
    • [x] …the intent of this change is clearly explained
    • [x] …existing uses of the Panda3D API are not broken
    • [x] …the changed code is adequately covered by the test suite, where possible.
    opened by el-dee 3
Releases(v1.10.11)
  • v1.10.11(Jan 7, 2022)

    This is another maintenance release containing bug fixes and minor improvements. A full list of changes is included below.

    Since the new release is not expected to contain regressions or backward-incompatible changes, it is a recommended upgrade for all users on lower releases. Head to the download page to get the latest binaries, or upgrade using pip install -U panda3d.

    Rendering

    • Fix erratic shadow bug with multiple lights from gltf/blend2bam (#1153)
    • Fix erratic behavior of HW skinning shaders on non-animated models (#1207)
    • Fix errors with compressed luminance textures in DirectX 9 (#1198)
    • Implement screenshotting multisample backbuffer in DirectX 9 (#1225)

    Texture Loading

    • Don't load texture from disk when loading .bam if preloading is off (#1208)
    • Fix TextureReloadRequest not working properly when mipmapping is disabled
    • Add TexturePool.get_texture() method for querying textures in pool
    • Fix crash when opening a .txo, .dds or .ktx file fails
    • Improve error message when calling tex.write() with unknown extension

    Input

    • Generate horizontal scroll wheel events on Windows
    • Generate events for mouse buttons 4 and 5 on X11
    • Generate events for lmeta, rmeta and menu keys on Windows
    • Add raw event (raw-<) for key between shift and Z on ISO keyboards
    • Gracefully handle invalid raw input device data on Windows
    • Correctly handle negative axis input from Windows raw input devices (#1218)
    • FrSky RC controller is now registered as flight stick (#1218)

    Deployment

    • Support building with tkinter on all supported platforms (#780)
    • Fix issue with zipimport module not being packaged
    • Fix grayscale icons becoming blue when scaled automatically
    • Automatically include cacert.pem when depending on certifi
    • Suppress assorted spurious missing module warnings
    • Targeting linux_x86_64 / linux_i686 also allows use of manylinux wheels

    Build

    • Add support for Maya 2022 (#1213)
    • Support building with Visual Studio 2022
    • Support building with macOS 11.3 SDK (and work around clang crash)
    • Support building with Windows 11 SDK
    • Build Ubuntu .deb files with bindings for multiple Python 3 versions
    • Support compilation with Assimp 5.x (#1212)
    • Support building on manylinux_2_24

    Miscellaneous

    • Fix nodes with same tag key but different value getting flattened together
    • taskMgr.step() now restores previous SIGINT handler afterwards (#1180)
    • Add base.clock as alias for globalClock
    • FilterManager mul parameter now accepts floating-point values (#1231)
    • Assorted minor API documentation improvements
    • Fix memory leak getting Bullet persistent manifolds from Python (#1193)
    • Fix assertion in PythonLoaderFileType with debug Python build
    • Add missing property interface to PlaneNode
    • Fix prepare_scene() not properly invoking the Shader Generator
    • Add name property to AICharacter class (#1205)
    • Add bullet-split-impulse configuration variable (#1201)
    • Fix slider thumb entering dragging state on keyboard button press (#1188)
    • Allow OnscreenImage to be created before ShowBase is created (#1209)
    • Fix manager, t, play_rate, duration properties of Sequence/Parallel (#1202)
    • Expose ButtonEvent API to Python (UNSTABLE API, will be changed soon)
    Source code(tar.gz)
    Source code(zip)
  • v1.10.10(Aug 31, 2021)

    This is a maintenance release, containing mostly minor bug fixes. Upgrading is recommended. Please head to the download page for the binary builds, or upgrade using pip install -U panda3d.

    This release also provides support for the upcoming Python 3.10 version. This support is still somewhat experimental, so please let us know if you encounter any issues.

    The full release notes are as follows:

    • Round refresh rates when choosing display mode on macOS (#1144)
    • Vectors now support floor division
    • It is now possible to use round(), ceil() and floor() with vector types
    • Add RenderState::get_unused_states()
    • Fix assertion error in RenderState::get_num_unused_states()
    • Fix Assimp loader not importing normal vectors correctly (#1163)
    • Fix error when trying to render DirectGUI in offscreen mode (#1174)
    • Fix crash when resizing window in multi-window DirectX 9 application (#1167)
    • Fixes to enable compilation with recent OpenEXR and FFMpeg versions
    • Fix draw callback being called twice if cull callback calls upcall()
    • Improve error message when display module fails to load
    • Fix writing/reading BitArray to/from bam files on 64-bit systems (#1181)
    • evdev input devices (such as gamepads) are now supported in FreeBSD as well
    • Panda no longer tries to compress buffer textures when compression is enabled
    • Fix Geom::make_lines_in_place() (& points, patches) leaving invalid state
    • Fix memory leak when cleaning up FilterManager (#1166)
    • Fix memory leak deleting multisample OpenGL FBOs (#1166)
    • Fix auto-binding of SSBOs sometimes causing overlapping bindings (#1176)
    • PSSMCameraRig::update() now accepts a camera node directly
    • Support copying depth buffer for 32-bit depth with 8-bit stencil (#1142)
    • Prevent trying to copy depth from non-depth buffer in OpenGL renderer (#1142)
    • Fixes to format selection for OpenGL renderbuffers (#1137, #1141)
    • gl-depth-zero-to-one is now supported in OpenGL ES 2+ (if driver supports)
    • Maya models can contain more than three eggObjectTypes (#1134)
    • Fix black screen on Linux when switching fullscreen without a WM active
    • Fix Linux crash when trying to load a directory instead of a file (#1140)
    • Fix crash when loading an invalid font
    • Fix a very obscure unintended DirectGUI behavior change in 1.10.9
    Source code(tar.gz)
    Source code(zip)
  • v1.10.9(Mar 26, 2021)

    This is a bugfix release which addresses some severe issues on macOS, a graphical issue on Windows with AMD RDNA cards, as well as a broad range of issues on other platforms, and adds some minor features.

    Read the announcement on our blog, or go straight to the download page for the binary builds.

    Shaders

    • Some macOS builds were erroneously not built with Cg shader support (#1119)
    • Show error for unrecognized p3d_TextureXYZ GLSL shader inputs
    • Fix Cg shader bug when using multiple GraphicsStateGuardian objects (#1117)
    • New filled wireframe mode that respects vertex shaders (#1124)
    • Fix undefined behavior when using non-nearest filtering on isampler/usampler
    • Harmless shader linking warnings on macOS are now suppressed

    Windowing

    • Fix mouse confinement activating on Windows for non-foreground window (#1115)
    • Fix occasional failure with switching to fullscreen on macOS (#1039)
    • Fix parented window being offset if undecorated flag isn't set on Windows

    Rendering

    • Works around driver bugs causing flickering and black graphics on AMD RDNA cards
    • Better support for headless OpenGL on Linux via EGL-based fallback (#1086)
    • EGL implementation can now fall back to alternative EGL devices
    • Fix ability to create multisample FBO when using EGL (#1089)
    • Fix copy-RAM and copy-texture modes for multisample-enabled buffers (#1129)
    • FilterManager now respects depth-bits specified in Config.prc
    • Auto-convert vertex data down from 64-bit float to 32-bit in OpenGL ES

    Texturing

    • Add missing 16-bpc and 32-bpc integer texture formats
    • Support Texture::set_ram_image_as() for 3D and multiview textures (#1095)
    • TexturePeeker now supports cube maps (#1098)
    • TexturePeeker now supports integer texture formats

    GUI / Text

    • Workarounds for disappearing text and GUI items in multithreaded pipeline
    • Fix generated accent marks for some fonts appearing flipped
    • Included static fonts now include dotless i glyph
    • Fix DirectOptionMenu issues when changing items from item callback (#1125)

    Python API

    • Fix some Python 3 compatibility issues
    • Improvements to direct.stdpy.pickle pickle, esp. for Python 3
    • Fix direct.stdpy.pickle sometimes duplicating Panda objects
    • Add pickle support to various Panda classes
    • AsyncFuture can now store an arbitrary Python object as result
    • AsyncFuture.gather() now schedules coroutines on current task chain
    • Coroutine exceptions are no longer suppressed in optimized builds
    • Add ability to await all interval objects inside a coroutine (#909)
    • Fix garbled data when doing base.win.properties.size et al.
    • Fix Filename division operator in Python 3
    • Add Pythonic property syntax to various Panda classes
    • Add optional delay= argument to taskMgr.add()
    • Fix CollisionHandler's again_patterns property

    Physics / Collisions

    • Fix missing import in nodePath.subdivideCollisions() (#1084)
    • Support pickling of CollisionTraverser and CollisionHandler objects (#1090)
    • Improve CollisionBox debug visualization
    • Fix broken GlobalForceGroup module
    • Fix writing representation of AngularVectorForce
    • Better handling for some edge cases in PhysicalNode
    • Support bam serialization of BulletGhostNode objects (#1099)

    Deployment

    • Fix app immediately exiting on Windows if log_filename is not set
    • Allow generating log files with date/time in filename (#1103)
    • Automatically removes aux-display Config.prc lines for excluded plug-ins
    • No longer defaults to FMOD audio on macOS unless FMOD is explicitly bundled
    • Fix every app pulling in pep517 and numpy when building on some Linux distros
    • Fix building with pytz and pandas requirements
    • Some deterministic build support with PYTHONHASHSEED=0 and SOURCE_DATE_EPOCH
    • Fix harmless warnings about missing dependencies
    • Fix libbz2, libreadline and liblzma libraries being erroneously excluded

    Build / C++

    • Some macOS builds were erroneously not built with Cg shader support (#1119)
    • Fix code signatures being missing from arm64 wheels on macOS (#1123)
    • Windows builds now include missing DirectX 9 DLL (#1034)
    • Windows installer no longer pops up message box in silent mode (#1088)
    • Fix compatibility of Panda headers with C++17 and C++20 compilers
    • Support reproducible builds when SOURCE_DATE_EPOCH is set
    • Interrogate supports __truediv__ and __floordiv__ special methods
    • makepanda now looks for linux-libs-arm64 thirdparty directory in aarch64 build

    Miscellaneous

    • Assorted memory leaks fixed
    • Disable vorbis-seek-lap, which caused popping in ogg sounds (#1108)
    • Fix crash when playing video using older FFMpeg versions (#1085)
    • Fix flattening/egg loader bug messing up line strip geometry (#1122)
    • Fix egg lexer state not being cleaned up after error
    • multify respects SOURCE_DATE_EPOCH (but -T0 should be preferred)
    • Fix egg loader hanging when encountering unterminated quote or C-style comment
    • VirtualFileSystem::read_file() is now implemented for HTTP mounts
    • Fix regression causing crash in DIRECT tools
    • Fix repeatedly clicking object in DIRECT tools cause explosion of scaling node
    Source code(tar.gz)
    Source code(zip)
  • v1.10.8(Dec 28, 2020)

    Recommended maintenance release.

    Read the announcement on our blog, or go straight to the download page for the binary builds.

    • Support building for macOS 11 "Big Sur" and "Apple Silicon" (arm64)
    • Fix a memory leak, particularly noticeable with multithreaded pipeline (#1077)
    • Fix crash on macOS when unplugging device with threading active (#1082)
    • Fix error with build_apps not working with certain versions of Python
    • Fix DirectEntry/PGEntry flickering in the multithreaded pipeline (#1070)
    • Fix sounds resuming on reactivation if stop() was called while inactive (#559)
    • Collision traverser now releases GIL during traversal (#1033)
    • Fix crash caused by some gamepad drivers on Linux (#1066)
    • Add GraphicsPipe::get_display_zoom() for querying system DPI scaling
    • Skinning-enabled shaders can now properly render unskinned models as well
    • BitMask, SparseArray, BitArray types can now be pickled (#886)
    • VFSImporter now properly detects source file encodings in Python 3
    • Workaround for lighting bug with scenes imported using panda3d-gltf/blend2bam
    • Fix compilation error with Bullet 2.90+
    • Assimp library was updated in Windows thirdparty packages (#1020)
    • libCg is now shipped as library instead of framework on macOS (#1079)
    • Fix some erroneous warnings about missing modules in build_apps
    • Add warnings to build_apps when forgetting dependencies in requirements.txt
    • Add experimental TextureStage::M_emission mode
    • Add experimental p3d_TextureNormal, p3d_TextureEmission, etc. GLSL inputs
    • Fix ability to use deployment system when compiling without OpenSSL (#1073)
    • Fix assorted issues with rgbPanel
    • Fix comparison operator of RenderEffects object
    Source code(tar.gz)
    Source code(zip)
  • v1.10.7(Sep 18, 2020)

    This is primarily a bugfix release, but includes a few new features as well.

    Read the announcement on our blog, or go straight to the download page for the binary builds.

    Rendering

    • Add High Dynamic Range filter with ACES tone mapping to CommonFilters
    • Add sRGB filter to CommonFilters (to be used as fallback to framebuffer-srgb)
    • Fix (shadow) buffer no longer working after host buffer is destroyed (#890)
    • Fix rare bug with shader parameters not being set right across render passes
    • Fog density passed to shader now defaults to 0 when no fog is applied
    • Don't check sampler/light type mismatch for non-shadow-casting lights (#942)
    • Shader generator now makes use of Material alpha values if present (#912)
    • Support sRGB textures and framebuffers in OpenGL ES 2 renderer

    Asset Loading

    • Egg files can now be loaded with sRGB texture formats automatically
    • Fix maya2egg regression not creating animations properly (#1004)
    • Fix FMOD issue reading sounds from read-write-opened multifiles (#1002)

    Stability

    • Fix faulty collision detection when sphere is under polygon (#907)
    • Fix PStats misreporting an exploding number of RenderState/TransformState
    • Fix memory leak when removing a task that is awaiting a non-Panda future
    • Optimize RenderState cache for case where texture is replaced repeatedly
    • PNMImage add_sub_image() / mult_sub_image() now properly adds offset (#903)
    • Fix some ServerRepository issues in Python 3
    • Fix has_tags() still returning true after clearing all Python tags (#936)
    • Fix crash in BitArray.has_any_of()
    • Fix errors in PythonUtil.detectLeaks() and PythonUtil.report()
    • Fix runtime error during ControlManager deletion (#884)
    • Some error messages in nativenet are changed to debug messages
    • Fix TexMemWatcher crash when graphics memory reaches 1 GB (#975)
    • Fix a Triangulator crash dealing with certain invalid polygons (#985)
    • Fix in MultiplexStreamBuf::Output::write_string() (#902)
    • Fix a buffer overrun on FreeBSD when extracting very long command-line args

    Input and Windowing

    • M_confined mouse mode on Windows now confines mouse to client rectangle
    • Fix incorrect handling of shift modifier on macOS (#959)
    • Fix erroneous dpad_*-up events when emulating a dpad on Linux (#973)
    • Fix tab handling in DirectEntry with certain versions of Windows CRT (#994)
    • Fix parented window receiving WS_POPUP style on Windows (#915)

    Deployment

    • macOS app bundle now performs chdir into Resources folder upon launch
    • No longer defaults to FMOD audio on macOS unless FMOD is explicitly bundled
    • Improvements to Config.prc handling (strip comments, sort files, etc.)
    • Line buffering is now used on Windows when writing to log files (#947)
    • stdout/stderr output streams are now flushed on exit (#946)
    • Build paths are now properly stripped from compiled Python code (#991)
    • Update to support a change in location of numpy/Pillow libraries (#914)
    • Fix libffi-7.dll not being included in official wheels
    • PYTHONINSPECT mechanism is no longer enabled when building with optimizations
    • A few unnecessary warning messages are squelched
    • Windows builds now include previously missing CRT dlls

    API

    • Add pickle support to Datagram class
    • Unexpose a crashing CollisionPolygon constructor and method (#908)
    • FilterManager has new parameter to control framebuffer clamping
    • Add snake_case aliases for functions in DirectGuiGlobals
    • Global delete operator is now safe to call with a null pointer
    • Improvements to API reference documentation

    Build

    • Fix issues building with development versions Python 3.9 and 3.10
    • Fix an ABI incompatibility issue with MouseWatcher in NDEBUG builds
    • Fix incorrect NaN/inf detection in double-precision release builds (#987)
    • interrogate C++ parser supports arbitrary constant expressions in bitfields
    • interrogate C++ parser supports sizeof with constant expression
    Source code(tar.gz)
    Source code(zip)
  • v1.10.6(Mar 19, 2020)

    This is a recommended bugfix release that adds additional stability fixes.

    Read the announcement on our blog, or go straight to the download page for the binary builds.

    Stability

    • Fix deployment system to work properly with pip 20
    • Fix multithreading crash when garbage collecting render states (#499)
    • Fix crashes when hotplugging USB device on macOS Catalina (#847)
    • Fix crash when using Python OpenSSL module with wheel build of Panda3D (#851)
    • Fix a memory leak in task system in Python 3 (#873)
    • Fix detection for convex angles in visible geometry in collision system (#879)
    • Fix regression in 1.10.4 when overriding verticalScroll_frameSize (#864)
    • Fix DirectScrolledList scrollTo error in Python 3 (#880)

    Shaders

    • Fix OpenGL shaders not being properly applied across multiple buffers
    • Proper handling of texture rotations applied to normal maps (#808)
    • //Cg profile no longer affects subsequent shader loads (#863)
    • Add support for custom vertex columns when munging points to quads (#870)
    • Workaround for GLSL p3d_TextureMatrix[] input giving GL error on macOS (#846)
    • Fix ShaderTerrainMesh disappearing when enabling compressed-textures

    Input

    • Fix MouseWatcherRegion leave event sometimes being fired twice (#858)
    • Fix odd behavior when pressing multiple mouse buttons during capture (#843)
    • Fix support for dead key input on some X11 servers
    • Fix raw key events being sent down repeatedly when holding key on X11 (#874)
    • Numpad keys are no longer included in get_keyboard_map() on X11
    • Add labels to some keys in get_keyboard_map() on X11
    • Properly use cursor hotspot when loading custom cursor on macOS (#845)
    • Loading custom cursor on macOS now properly resolves against model-path

    Animation

    • unloadAnims no longer removes all control effects, only for given anims (#853)
    • AnimChannelScalarTable (for morph animations) is now exposed to Python
    • It's now possible to create a CharacterSlider with default value

    Pipeline

    • Fix assertion errors when model-cache-dir cannot be created (#790)
    • Textures with clear colors are no longer stripped from bam files (#844)
    • Support texture clear colors in bam files (requires bam-version 6 45 in PRC)
    • Fix bam2egg skinning bug for models with default poses on joints
    • bam2egg supports multitexturing and multiple UV sets

    Build system

    • Add missing --cggl-incdir and --cggl-libdir options in makepanda
    • Reduce library size by not exporting symbols of linked static libraries
    • Wheels no longer unnecessarily include libpythonX.Y.a (#839)
    • makepanda now auto-disables plug-ins in Config.prc that were not compiled in
    • Fix refcounting of returned ReferenceCount-like objects in interrogate
    • Fix inability to build a .whl on Ubuntu
    • Fix erratic build failure in dcParser code
    • Fix compilation using Windows 8.1 SDK
    Source code(tar.gz)
    Source code(zip)
  • v1.10.5(Jan 8, 2020)

    This is a recommended bugfix release, especially for macOS users.

    Read the announcement on our blog, or go straight to the download page for the binary builds.

    • Fix DPI scaling issue in macOS 10.15 "Catalina" (#794)
    • Fix crash on macOS Catalina without "Input Monitoring" permission (#795)
    • macOS installer now installs to /Library/Developer/Panda3D (#760)
    • macOS thirdparty packages are now linked with libc++ (#584)
    • Homebrew Python should now locate Panda libraries correctly (#755)
    • Work around Tk bug cancelling Load Params in Particle Panel on macOS (#811)
    • Fix NaN assertions when particles get very large positions (#822)
    • Add support for Autodesk Maya 2020
    • Fix maya2egg erroring when running from a pip installation (#709)
    • Support DualShock 4 (2nd gen) controller on Windows
    • Support .pz and .gz compressed models in deployment system
    • Support implicit namespace packages in deployment system (#778)
    • Fix issues when using CEF Python on macOS with deployment system
    • Fix deployment system issues reading .pyc files in some Python versions
    • Fix error with distutils package when deploying in a "virtualenv" env (#747)
    • Fix "NameError: name 'mdef' is not defined" error when deploying (#721)
    • Deployment system now strips weird -psn_* argument passed to macOS GUI apps
    • Fix custom loader hooks sometimes not working with Actor (#750)
    • Fix defaults for package_data_dirs in deployment system (#779)
    • Fix issues with adding icons to deployed executable (#718)
    • Add PNMImage.quantize() that palettizes using median cut algorithm
    • Fix stereo and MRT FBO rendering in OpenGL ES (#815)
    • RTM_copy_ram mode is now fixed for multiview textures in OpenGL
    • Fix OpenGL multisample FBO issue with 16-bit float buffer (#756)
    • Fix DirectX 9 crash when resizing vertex buffer in certain ways (#824)
    • Workaround for infinite loop in Triangulator for certain polygons (#737)
    • Fix dcparser issue with unpacking uint64 and int64 (#751)
    • Fix ability to compile dcparser outside of the Panda3D codebase (#759)
    • Fix all direct.stdpy.threading2 threads behaving daemonically (#758)
    • direct.stdpy.threading2.Thread instances provide daemon and name properties
    • Workaround for Tkinter crash on Windows when resizing window (#586)
    • Fix possible stack overflow when reading many bytes from a stream (#754)
    • Fix mouse confinement region on Windows not updating on window resize (#727)
    • Fix mouse confinement being lost on Windows when window loses focus (#729)
    • Support adjusting particle birth offset time (#769)
    • Support building against OpenEXR 2.4 on Windows (#799)
    • Fix ability to pass a tuple to loader.loadModel
    • Fix an issue in interrogate with generating C bindings (#722)
    • Fix a variety of ABI compatibility issues with NDEBUG builds
    • Fix static linking of harfbuzz and freetype in makepanda
    • Fix ability to specify --python-incdir and -libdir to makepanda on macOS
    • ls() and bam-info -ls now list included animations
    • Fix white ambient color when loading PBR materials from .bam/cache (#828)
    • Fix inconsistent behavior when passing small values to shader inputs (#827)
    • Fix very rare NVIDIA driver crash when mixing GLSL and Cg shaders
    • Fix issue passing unicode to DirectScrolledList (#752)
    • Fix interrogate parser issue with function-like macro expansion
    • Interrogate now finds types nested in explicitly specialized template class
    • Improve performance reading all data from a file with direct.stdpy.file
    • PandaSystem now records whether libc++ or libstdc++ was used on macOS
    • makepanda.bat now builds against Python 3.7 by default
    • Many improvements to API documentation
    • pandac/input/*.in interrogatedb files are now included in .whl builds
    • Fix division exception in ServerRepository (#762)
    • Fix ShaderBuffer contexts not being cleared at GSG destruction
    • Fix DirectOptionMenu item text scale reset on item unhighlight (#768)
    • Python particle classes now have snake-case aliases
    • Fix crash printing out cached buffer contexts
    • Rudimentary, experimental, low-level handling of digitizer input devices
    Source code(tar.gz)
    Source code(zip)
  • v1.10.4.1(Aug 20, 2019)

  • v1.10.4(Aug 19, 2019)

    Read the announcement on our blog, or go straight to the download page for the binary builds.

    This release fixes a regression with DirectScrolledList in 1.10.3, fixes various other bugs, and introduces a few minor features.

    • Fix exception trying to create DirectScrolledList
    • Fix flickering in DirectScrolledFrame and other scissor issues (#681)
    • Experimental support for Python 3.8
    • Support adding icons to deployed applications
    • Support non-affine (eg. projective) transforms in calc_tight_bounds
    • Allow setting notify-output after initial import
    • Fix macOS issue locating Panda3D using Python 2.7.13+ from python.org
    • Support for Maya 2019
    • On Windows, pip is now installed by the installer (#690)
    • Fix Actor.makeSubpart on models with pre-bound animations (#647)
    • Properly interrupt task manager if first task chain raises error (#692)
    • Fix return value of encrypt_string in Python 3 (#684)
    • Support writing loader plug-ins in Python
    • Fix reading multiple p3d_TextureMatrix[] values from GLSL shaders
    • Fix shader error flag not being set if GLSL compilation failed (#622)
    • Add NodePath.replace_texture() convenience method
    • Fix deadlock when building with SIMPLE_THREADS=1 (#704)
    • Fix DirectOptionMenu cancelFrame not working inside scrolled frame (#658)
    • Fix assertion when calling analyze() on geometry with strip cut index
    • Implement fallback in GL renderer when F_sluminance is not supported (#693)
    • Set reasonable limits for sliders in ParticlePanel
    • Fix for DirectEntry autoCapitalize feature on Python 3 (#628)
    • Fix various DirectGUI items not working before ShowBase is instantiated
    • Work around an MSVC compiler bug in the release build
    • PythonUtil.weightedChoice now raises IndexError on empty list
    • Support changing DirectScrollBar width after initialiation (#699)
    • Workaround for Bullet deadlock when adding shape to a scaled body (#689)
    • Support setting DirectEntryScroll entry after initialization (#702)
    • Fix some missing imports in directtools (#698)
    • Fix undefined behavior issue when using musl-libc
    • Update Eigen in Windows thirdparty packages to 3.3.7
    • Update metadata of pip wheels
    Source code(tar.gz)
    Source code(zip)
  • v1.10.3(May 14, 2019)

    This is another bugfix release that addresses a variety of issues in 1.10.2 and further improves the stability.

    To download binary builds, please visit the download page.

    • Fix crash when unplugging certain devices on macOS
    • Fix crash on macOS when using RIME input
    • Fix logging issues/crashes in apps deployed with Python 2.7
    • Fix issues when starting in fullscreen on Linux/X11
    • Fix mapping of several gamepads including Trust GXT 24
    • Fix Linux crash when no input devices are present
    • Unbreak support for matrix arrays in vertex data in OpenGL
    • Allow creating multisample FBO in OpenGL with non-MS host window
    • Support playing and looping compressed Ogg and WAV audio files
    • Fix generation of CollisionBox for transformed geometry in .egg
    • Fix Bullet rigid body transform not updating after reparenting
    • Fix sporadic color scales with lighting and custom GLSL shader
    • Prevent faulty shaders from shutting down GSG on some drivers
    • Allow None as either argument to OdeJoint.attach()
    • Fix BufferViewer when main window is not opened right away
    • Properly detect extension of pz/gz compressed video/audio files
    • Fix for invalid behavior of SparseArray methods to clear bits
    • FilterManager now allows overriding framebuffer properties
    • Fix detection of core-only OpenGL profile on some drivers
    • Add gl-forward-compatible config var for OpenGL context creation
    • Add paste-emit-keystrokes variable to disable Ctrl+V on Windows
    • Fix in-place |= operator on Panda types (such as SparseArray)
    • Fix rare FFmpeg "bad src image pointers" errors after seek
    • Fix uses of types.InstanceType in some obscure direct functions
    • Fix capsule-into-sphere collision test in degenerate case
    • KeyboardButton.ascii_key now also accepts a str character
    • Fix errors in various Tkinter DIRECT widgets
    • Expose save_egg_file/save_egg_data functions in Python API
    • Fix assertion error in BoundingBox.set_min_max
    • Fix typo in CollisionTraverser.respect_prev_transform property
    • Properly install Python bindings when building FreeBSD installer
    Source code(tar.gz)
    Source code(zip)
  • v1.10.2(Mar 11, 2019)

    This release fixes several more bugs, including a few regressions in 1.10.1. Upgrading is highly recommended.

    • Fix regression on Windows causing freezes and instability
    • Fix a memory leak issue in Python applications
    • Fix crash reading unaligned float4 column in GeomVertexReader
    • Fixes for switching to fullscreen at runtime on Windows and Linux
    • Fix incorrect display mode listing in some Linux distributions
    • Fix threading crash on Linux when using get_keyboard_map()
    • Support from __future__ import division for Panda types
    • Support building with Visual Studio 2019 in makepanda
    • Work around Assimp crash when loading multiple .ply models
    • On Windows, a Python 3-compatible version of Pmw is included
    • Fix ParticlePanel spam when hovering over File menu items
    • TexMemWatcher has been fixed for Python 3
    • Prevent macOS window getting stuck after base.destroy()
    • Fix assertion setting mass before shape with Bullet debug build
    • Don't error if DirectScrolledFrame is destroyed twice
    • Fix reference count corruption accessing task.__dict__
    • Fix writing to SequenceNode frame_rate property
    • Fix collider sort not copied when copying CollisionNode
    • Add OpenCollective backer file
    Source code(tar.gz)
    Source code(zip)
  • v1.10.1(Feb 14, 2019)

    This is a bugfix release with several critical bugfixes for 1.10.0. There are no known breaking changes from 1.10.0. It is recommended to upgrade as soon as possible.

    • Fix crashes when gamepad is plugged in on 32-bit Windows
    • Fix deploy-ng error regarding 'exist_ok' on Python 2
    • Fix Linux install from pip not working with some mesa drivers
    • Fix compatibility issues with upcoming Python 3.8
    • Fix regression with Audio3DManager.setSoundVelocityAuto()
    • Fix issues when awaiting loader.loadModel in Python 3.7
    • Audio3DManager accepts tuple in setSoundVelocity/setListenerVelocity
    • Fix lighting being disabled when only an AmbientLight is active
    • Fix an error saving from Particle Panel in Python 3
    • Depth buffer now defaults to 24-bit on macOS (fixes flickering)
    • Fix no devices being detected on Windows with threading-model
    • Implement collision tests from Capsule and Box into InvSphere
    • Fix odd behavior and occasional crash in QuatInterval
    • Fix SpriteAnim error in particle system
    • Fix ShaderGenerator error when using too many shadowing lights
    • Fix interrogate crash in Python 3 with optional wstring args
    • Fix compilation errors for x86 Android platform
    • Fix permissions of directories created by installpanda
    • Improvements to API reference documentation
    • Fix incorrect features printed out when printing an InputDevice
    • Support cross-compiling for Android platforms in makepanda
    • Work around various bugs when compiling with OS X 10.7's libc++
    • Fix wrong error sometimes being reported when loading plug-in
    • Allow getting NodePath from CullTraverserData object
    • Add config options to Assimp loader for generating normals
    • Fix multisampling in floating-point framebuffers on OpenGL
    • Parse egg files with 4-component tangents (must be 1 or -1)
    • StencilAttrib.make() write_mask argument is now optional
    Source code(tar.gz)
    Source code(zip)
  • v1.10.0(Jan 3, 2019)

    This is a major release with significant changes. Please review the changes when upgrading. The list below is by no means exhaustive, but should contain the most important changes.

    General

    • Experimental ability to build for Android
    • New input framework to natively support gamepads, joysticks, etc.
    • Multi-threaded render pipeline is a lot more stable now
    • New setuptools-based deployment pipeline
    • Improvements to mouselook smoothness
    • Cache is now at $XDG_CACHE_HOME/panda3d (~/.cache/panda3d), not ~/.panda3d
    • Addition of unit test suite
    • Many improvements to thread safety
    • Many performance improvements
    • Tons of bugfixes
    • Big style cleanup of C++ source code

    Python API

    • Complete support for Python 3
    • Support for coroutines and async/await
    • Property interfaces have been added for many settings
    • More flexible handling for keyboard arguments in C++ APIs
    • Python bindings are completely separated out of the C++ libraries.
    • Interrogate binding generator has many improvements.
    • Use of pandac.PandaModules is discouraged, use panda3d.core et al
    • Use of libRocket is discouraged due to lack of Python 3 support
    • Tasks are now sorted in addition order when lacking a sort value
    • Fixes iris/fade transitions for extreme aspect ratios
    • WeakNodePath is now exposed to Python
    • WindowProperties.size(x, y) deprecated; use WindowProperties(size=(x, y))
    • Calling bare run() is deprecated, use base.run() instead
    • downcastTo*() methods have been removed, they were already no-ops

    Rendering

    • Add new shader-based terrain rendering method (ShaderTerrainMesh)
    • The default ColorAttrib mode is now T_vertex
    • The ColorAttrib T_off mode now properly disables vertex colors entirely
    • Make handling of color attributes more consistent between renderers
    • Ability to create an OpenGL core profile context; set gl-version 3 2
    • Experimental support for reverse-Z rendering for best depth precision
    • sRGB framebuffers supported more widely
    • Support for infinite near/far clip in lens
    • Add some PBR material parameters to material class
    • Addition of more built-in GLSL shader inputs; see manual.
    • Add p3d_FragData[] GLSL output for MRT in GLSL 1.30
    • Add flag enabling vertex shader control over point size
    • Support signed ints and double-precision floats in vertex data with GLSL
    • Support unsigned 11/10/10-bit floating-point textures and vertex data
    • Support for SSBOs via ShaderBuffer class
    • Support OpenGL FBO buffers without any attachments
    • Support passing uint variables to GLSL shader
    • Allow rendering objects with empty vertex data (for vertex pulling)
    • Add LogicOpAttrib, for supporting logical operator blending
    • Improvements to OpenGL ES support
    • Support for geometry with adjacency information
    • Change default alpha blending to improve blending rendered result
    • New method for obtaining native OpenGL texture object
    • Support windowless offscreen rendering on macOS
    • Panda resets OpenGL state better before and after draw callbacks
    • OpenGL renderer better supports debugging tools like apitrace
    • Support fixed-depth billboards, useful for 2D tags that don't change size

    Shader generator

    • Significant performance improvements
    • Support for point light shadows
    • Hardware skinning support
    • Changes to match fixed-function pipeline better
    • Fixes for normal vector normalization
    • Support multiple normal maps (uses Reoriented Normal Mapping)
    • Tracks modifications to materials and texture stages automatically

    Lighting

    • Allow specifying light color based on color temperature
    • Setting specular color of a light separately is deprecated
    • New GLSL inputs to make implementing lighting in shaders much easier
    • Add representation for sphere light and rectangle light
    • Efficiency improvements for passing light information to shader
    • Interocular distance for shadow cameras now always defaults to 0
    • Add low-level lighting module from RenderPipeline

    Textures

    • Support cube map arrays
    • Support buffer textures
    • Many more texture formats supported
    • BC4 and BC5 compression modes supported
    • Proper depth textures supported in DirectX 9 renderer
    • set_ram_image(_as) directly supports buffer protocol
    • TexturePeeker supports more formats and component types

    Text

    • Dramatic improvements to text rendering performance
    • Support for HarfBuzz for higher-quality text shaping and kerning
    • Support for right-to-left text
    • Support for signed-distance-field rendering in egg-mkfont

    Audio / video

    • The default unit for audio is now 1 meter for each Panda unit.
    • Native .flac loader
    • Support videos with alpha channel in ffmpeg
    • OpenAL stability improvements, especially on macOS
    • Support loading .opus files with libopusfile
    • Fix various memory leaks

    Physics / collisions

    • CollisionTube is renamed to CollisionCapsule.
    • Box-box collision test is improved to work well with the Pusher
    • More box tests for collision system: box-into-plane, box-into-poly
    • Capsule (tube) can be used as "from" shape into plane, sphere, capsule, box
    • Bullet objects are serializable to .bam files.
    • Bullet bindings are now thread safe.
    • Bullet debug drawer is more efficient; no longer inherits GeomNode.
    • Various fixes to bullet vehicle wheel synchronization
    • PhysX bindings are deprecated.

    Pipeline / loading

    • Support for Assimp library to load a broad variety of model formats
    • Ability to specify min-lod, max-lod, lod-bias in .egg file
    • Egg file materials support PBR-style material parameterization
    • Support loading more DDS files, including DX10-style ones
    • Add support for OpenEXR and HDR textures
    • Support line/point thickness in bam2egg
    • bam2egg no longer inserts a vestigial ModelNode at the top
    • bam2egg supports depth test, offset, cull bin attributes
    • Accept a .gz file wherever a .pz file is accepted
    • egg-palettize supports mirror and border-color wrap modes
    • More robust checks against memory corruptions when loading bad .bam files
    • Support for Maya 2017 and 2018
    • Support preprocessing GLSL shaders created with Shader.make

    Build

    • We now require using MSVC 2015 or 2017 to compile on Windows.
    • At least GCC 4.8 is now required.
    • With GCC/clang, enabling C++11 is now required.
    • Allow building with more recent ffmpeg versions
    • Support for old FFMpeg versions (before 1.1) dropped.
    • The ppremake build system has been removed.
    • Support for OpenSSL versions before 0.9.7 has been dropped.

    C++

    • Use of NULL is replaced with nullptr
    • WeakPointerTo now requires use of lock() method for thread safety
    • Mutex et al now satisfy C++11 Lockable constraints
    • Panda headers no longer contain using namespace std;
    • PN_int32 et al have been removed, use stdint.h types instead
    • The need to link with pystub and add Python include dirs is removed.
    Source code(tar.gz)
    Source code(zip)
  • v1.9.4(Apr 1, 2017)

    One of the bugfixes in the last 1.9.3 release introduced a regression, therefore it was decided to make another 1.9.x release.

    • Fix 1.9.3 regression with generating geometry in threaded pipeline
    • Various compile warning fixes
    • Fix occasional crash in PNMImage::quick_filter_from()
    • Fix issue taking screenshots from an OpenGL FBO buffer
    • Fix various issues with MeshDrawer
    • Fix issue with collision sphere generation in bam2egg
    • Fix compile errors with more obscure Python configurations
    • Fix assert when using Texture.load_sub_image to load whole image
    • Fix fsm FourState
    Source code(tar.gz)
    Source code(zip)
  • v1.9.3(Dec 26, 2016)

    This issue fixes several bugs that were still found in 1.9.2.

    • Fix crash when using homebrew Python on Mac OS X
    • Fix crash when running in Steam on Linux when using OpenAL
    • Fix crash using wx/tkinter on Mac as long as want-wx/tk is set
    • Fix loading models from 'models' package with models/ prefix
    • Fix random crashes in task system
    • Fix various race conditions causing threading issues
    • Fix memory leaks in BulletTriangleMesh
    • Fix loading old models with MovingPart
    • Improve performance of CPU vertex animation somewhat
    • Show framebuffer properties when fbprop request fails
    • Show error instead of crash on use of object before init
    • Fix hang on exit when using Python task on threaded task chain
    • Fix inability to get RGBA renderbuffer in certain cases
    • Work around GLSL issue with #pragma and certain Intel drivers
    • Improve performance of texture load and store operations
    • Fix crashes with pbuffers on Intel cards on Windows
    • Support for Autodesk Maya 2016.5
    • Add shadow-depth-bits config var to control shadow map depth
    • Fix cull issue when rendering cube map (or any multi-lens setup)
    • Fix crash rendering with the same camera to different contexts
    • Fix compile error when making static build with DX9 renderer
    • Fix assertion when using aux render targets in DX9
    • Work around Cg bug generating invalid ASM for saturated tex loads
    • Fix issues with certain Cg shader inputs in DX9
    • Support uint8 index buffers in DX9
    • Fix occasional frame lag when loading a big model asynchronously
    • Fix interrogate parsing issue with "const static"
    • Add back missing libp3pystub.a to Mac OS X SDK
    • Fix RAM caching of 2D texture arrays
    • Fix Ctrl+C interrupt propagation to runtime applications
    • Support for InvSphere, Box and Tube solids in bam2egg
    • Preserve "intangible" and "level" collide flags in bam2egg
    • Add normalized() method to vectors
    • asyncFlattenStrong with inPlace=True caused node to disappear
    • Fix asyncFlattenStrong called on nodes without parent
    • Fix is_playing() check when playing an animation backwards
    • Windows installer no longer clears %PATH% if longer than 1024 chars
    • Fix inoperative -tbn/-tbnall/-tbnauto options in egg-optchar
    • Fix tinydisplay texture errors on shutdown
    • Fix mipmap filtering issues in tinydisplay renderer
    • Fix exception when creating intervals before ShowBase is started
    • Fix rare X11 .ico cursor bug; also now supports PNG-compressed icons
    • Add keyword argument support to make() methods such as Shader.make()
    • Fix compilation errors with Bullet 2.84
    • Fix exception when trying to pickle NodePathCollection objects
    • Fix error when trying to raise vectors to a power
    • GLSL: fix error when legacy matrix generator inputs are mat3
    • Now tries to preserve refresh rate when switching fullscreen on Windows
    • Fix back-to-front sorting when gl-coordinate-system is changed
    • Now also compiles on older Linux distros (eg. CentOS 5 / manylinux1)
    • get_keyboard_map now includes keys on layouts with special characters
    • Fix crash due to incorrect alignment when compiling Eigen with AVX
    • Fix crash when writing 16-bit .tif file (now silently downsamples)
    Source code(tar.gz)
    Source code(zip)
  • v1.9.2(Dec 25, 2016)

    This is a minor bugfix release, fixing a few minor issues that remained in the 1.9.1 release, including:

    • Fix compile errors with more recent versions of ffmpeg
    • Include .lib files for pyd modules in Windows SDK
    • packp3d now recognizes default egg-object-type definitions
    • Fix issues with sphere-into-box and box-into-sphere collisions
    • Texture VRAM usage is now correctly reported by pstats
    • Support for reading BMP files with alpha channel
    • Fix OpenGL crashes in very ancient OpenGL versions
    • Fix rare compile issues and crashes with esoteric Python set-ups
    • Fix crash when extracting texture that's not a multiple of 4 bytes
    • Work around buggy NVIDIA driver that reports main* shader inputs
    • Add version of transform_vertices that accepts a SparseArray
    • Clamp shininess to 0 to avoid GL error when shininess < 0
    • Fix various bugs in RopeNode and NurbsCurveEvaluator
    • Fix clock-mode Config.prc settings
    • NodePath render_mode setters no longer reset wireframe color
    • Fix constant reloading of texture when gl-ignore-mipmaps is set
    • BamReader now releases the GIL (so it can be used threaded)
    • Fix AttributeError in direct.stdpy.threading module
    Source code(tar.gz)
    Source code(zip)
  • v1.9.1(Nov 25, 2015)

    This minor release fixes some important regressions and bugs found in 1.9.0, but also introduces a few minor features.

    It also reintroduces the deployment tools that were absent from the previous release.

    The following issues were fixed:

    • SDK now properly installs in Mac OS X 10.11 "El Capitan"
    • Windows 8.1+ no longer applies DPI virtualization to Panda window
    • Fix ffmpeg library load issue on Mac OS X
    • Fix issues running maya2egg on Mac OS X
    • Fix compiler errors on different platforms
    • Fix various rare crashes
    • Fix crashes on shutdown in threaded pipeline
    • Fix low-level threading crash on ARM machines
    • More reliably and robustly handle failures opening OpenAL device
    • Textures were not being scaled to power-of-2 in some cases
    • Correct scaling of normal vectors with flatten operation
    • Correct positioning of viewing axis when showing lens frustum
    • Add dpi-window-resize option to auto-resize window on DPI change
    • Fix assertions when alpha-file-channel references unknown channel
    • Use OpenGL-style vertex colors by default on non-Windows systems
    • Default vertex column alignment is now 4 bytes
    • Add PNMImage premultiply/unpremultiply methods.
    • Fix incorrect parsing of numbers with exponents in Config.prc
    • Fix for reading URLs mounted via the virtual file system
    • Fix shader generator memory leaks and runtime performance
    • Fix shader generator scaling of binormals and tangents
    • Expose _NET_WM_PID to window managers in X11
    • Fix a range of bugs in tinydisplay renderer.
    • Don't error when setting lens far distance to infinity
    • Allow passing custom lens to saveCubeMap/saveSphereMap
    • Fix errors in saveCubeMap/saveSphereMap in threaded pipeline
    • Fix DynamicTextFont.makeCopy()
    • Make Texture memory size estimation more accurate
    • Fix various window resizing issues
    • Fix PandaSystem.getCompiler() value for clang (it reported gcc)
    • x2egg no longer replaces face normals with vertex normals
    • Include Eigen headers in Mac and Windows SDK
    • Added geomipterrain-incorrect-normals setting, default=true
    • DisplayInformation resolution list was missing on Windows
    • Upgrade FMOD and Bullet versions on Windows and Mac OS X
    • Various performance optimizations
    • Fixed various other bugs not listed here.

    Fixes and improvements for the runtime:

    • Fix splash screen freezing in the X11 web plug-in
    • pdeploy will now handle extracted files (eg. .ico and .cur)
    • Added more options for customizing splash screen
    • Fix missing xml and ast modules from morepy package
    • Certificate dialog is now localized to various languages
    • Fix packp3d error when Python file is not in a package
    • Pass on failing exit status from packaged application
    • Remove annoying ":Packager(warning): No such file" warning
    • Fix issue installing pdeploy-generated .pkg on OS X 10.11

    Fixes for the Python API:

    • Fix mysterious and rare crash in tp_traverse
    • Bullet step function accidentally defaulted to step size of 0
    • Fix overflow of file offsets (eg. when seeking in huge files)
    • Fix regression with memoryviews
    • Fix hasattr/getattr of vector classes for invalid attributes
    • Allow passing a long to methods accepting an int
    • Fix crash when passing None to Filename constructor
    • MouseWatcherGroup was erroneously not exposed in 1.9.0
    • ShowBase no longer unmounts VFS when shutting down
    • No longer requires setting PATH to import panda3d.*
    • DirectDialog default geom is once again respected
    • DirectDialog no longer overrides custom frameSize
    • Fix WebcamVideo/MicrophoneAudio.getOptions() methods

    Changes relating to the OpenGL renderer:

    • Various performance improvements
    • Fix point/line thickness setting
    • Improve GLSL error reporting
    • Fix Intel driver issues, particularly with geometry shaders
    • Add more error checking for parameter types
    • Integer shader inputs were not being converted to float properly
    • Fix crash passing an undersized array to a GLSL shader input
    • p3d_ColorScale et al may now be declared as vec3
    • Fix flickering when using trans_model_to_apiview in Cg
    • Support wireframe and point rendering modes in OpenGL ES
    • Fix issue with model disappearing in rare cases with GLSL
    • Fix ColorWriteAttrib not working as it should
    • Allow deactivating PStats collectors for GPU timers
    • Memory residency of graphics buffers now tracked by PStats
    • Allow changing OpenGL coordinate system with gl-coordinate-system

    Fixes for libRocket integration:

    • libRocket did not work on Mac OS X in 1.9.0
    • Fix inconsistent behavior with non-power-of-2 textures in rocket
    • Use model-path for finding libRocket assets
    • Add missing keys to libRocket keymap
    • libRocket elements showed up white in tinydisplay

    New features:

    • Add -L (lighting) and -P (graphics pipe) pview options
    • Add M_confined mouse mode that keeps cursor in window
    • Add sample program demonstrating mouse modes
    • bam2egg supports collision sphere and plane solids
    • p3d_TransformTable GLSL input backported from 1.10 branch
    • Add openal-device setting for selecting OpenAL audio output
    • Add limited modification timestamp tracking for Ramdisk mounts
    • Support for Autodesk Maya 2016
    Source code(tar.gz)
    Source code(zip)
  • v1.9.0(Apr 1, 2015)

    This is a major release with many exciting new features! Beware of bugs.

    The list below contains a subset of the changes introduced:

    • We now offer 64-bit Windows and Mac OS X builds.
    • Switch to MSVC 2010; no more assembly manifests.
    • Cocoa port for better Mac OS X support, esp. newer versions.
    • We now compile the Python modules into panda3d/*.pyd modules; no more imp.load_dynamic hackery needed.
    • Support for GPU profiling in OpenGL, see pstats-gpu-timing
    • sRGB framebuffers, see framebuffer-srgb
    • sRGB texture support, see Texture::F_srgb et al.
    • Integer vector support, including passing to shaders
    • Native .ogg vorbis and .wav loader (does not require ffmpeg)
    • FFmpeg support is a separate plug-in module now, libp3ffmpeg.
    • Sample programs are now part of the source code repository
    • Can be built with Python 3 (highly experimental)
    • Improvements to Windows installer
    • M_filled_wireframe rendering mode
    • Support specifying sampler state separate from textures
    • Support for bindless texture clearing
    • Texture LOD bias and min/max LOD settings
    • Framebuffer properties allows separate red/green/blue bits
    • Explicit float color and float depth specification in fbprops
    • Coverage samples settable via FrameBufferProperties
    • Stereo buffer implementation in OpenGL via FBOs
    • Support enumeration of pixel formats in WebcamVideo
    • Frame rate meter can be configured to show milliseconds
    • Changes to improve font crispness with default settings
    • Fix assertion error when using more than one GraphicsEngine
    • raw-w, raw-a, etc. keyboard events for layout-independent input
    • Allow querying active keyboard layout via win.get_keyboard_map()
    • Distinguish between lmeta and rmeta keys on Mac OS X
    • Floating-point image manipulation API, support float tiffs
    • Various new 16-bit and 32-bit and int texture formats
    • Man pages are now available for the majority of utilities

    Pipeline:

    • Fix bugs with group transformations in .egg
    • Don't create unnecessary intermediate node when loading .egg
    • bam2egg supports materials, and correctly converts animations
    • dae2egg has some skeletal animation support
    • Support Maya versions up to 2015

    OpenGL renderer changes:

    • Error checking is now OFF by default for performance reasons, set gl-check-errors or gl-debug to true to enable.
    • GL 4.2 shader_image_load_store support (incl. multi-bind)
    • Layered render-to-texture (using geometry shaders)
    • Seamless cube maps (on by default), see gl-cube-map-seamless
    • Added gl-debug for improved debug output support
    • Added GL object labels when gl-debug is enabled
    • gl-dump-compiled-shaders can be used to dump program binaries
    • Direct3D-style NT_packed_dabc vertex arrays now directly supported
    • Native rendering of line strips, using primitive restart
    • Immutable texture storage support (disabled by default)
    • Bindless texture support (disabled by default)
    • Specular component is now computed separately in FFP

    Shader system:

    • Support for tessellation shaders
    • Support for compute shaders via ComputeNode
    • GLSL preprocessor with "#pragma include" support
    • Much better coverage of shader inputs in GLSL
    • GLSL error messages now show source filename
    • Fixes apiclip_of_x shader inputs
    • Matrices can be passed directly to setShaderInput
    • Support binding images to shaders
    • Viewport array support

    Optimizations and performance improvements:

    • Use of C++11 move semantics to reduce refcounting overhead
    • Build with Eigen by default for faster linear math
    • Dramatic overhead reduction of generated bindings
    • Streamline culling process
    • Tighter bounding volume generation
    • Take advantage of CPU features for bit operations
    • Circumvent bounding volume generation when not required
    • Optimizations for interned strings
    • Use of GCC atomics should improve 64-bit Linux performance

    API features:

    • Buffer protocol support for textures and arrays
    • Interrogate supports various C++11 features
    • Expose TextGlyph interfaces for making custom text renderers
    • Better handling of default arguments for many functions
    • Cyclic references can sometimes be tracked through tasks
    • ShowBase clean teardown possible
    • API documentation is more accurate
    • Improve interfaces for interop with other applications

    Deprecated features:

    • Use of pandac.PandaModules is discouraged; use panda3d.core
    • Deprecate DirectStart and global run() function; use ShowBase
    • Remove old decal system
    • Remove Direct3D 8 renderer
    • Remove M_light_vector tex gen mode and FFP-based bump mapping

    Bug fixes:

    • Various point rendering issues are fixed now
    • Fix pview issue with 1-frame and/or multiple animations
    • Fixes for multisampling in FBOs
    • Fix aspect ratio of frame rate meter
    • Support NaN and infinity values in Config.prc variables
    • Fixes for webcams on Linux that do not output Huffman tables
    • Better support for non-basic Cg shaders on non-NVIDIA cards
    • Many others
    Source code(tar.gz)
    Source code(zip)
Owner
Panda3D
Panda3D is an open-source, cross-platform game engine designed for Python and C++ programming.
Panda3D
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