Age | Commit message (Collapse) | Author |
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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fixed before Blender 2.49.
In particular, the Bullet vehicle seems broken, and some soft-body demos don't work.
No new features or benefits are added yet, but a few improvements are planned before Blender 2.49 release.
Please update the build systems, and add those 3 files:
extern/bullet2/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp
extern/bullet2/src/BulletCollision/CollisionDispatch/btGhostObject.cpp
extern/bullet2/src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp
I'll watch the Blender mailing list, in case this commit causes some issues.
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submited to Bullet forum. This bug fix is needed in preparation of the setparent coumpound shape patch.
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sun and apple ppc slower:
#if defined (__sun) || defined (__sun__) || defined (__sparc) || (defined (__APPLE__) && ! defined (__i386__))
Also includes a fix to uninitialized variable (can cause failing collisions).
If possible, report all changes to extern/bullet2 to http://code.google.com/p/bullet/issues/list
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and noticed dos line endings in a bunch of files so ran
dos2unix on everything in bullet2.
Erwin, I noticed there are a few files that do not have
license info in them, couple of quick examples are: btDefaultMotionState.h
btHashMap.h btQuickprof.cpp
could you take a look at add where needed? If you want I can give a list
of files I think should get it added and or just add the standard one
say the one in src/btBulletCollisionCommon.h
Kent
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objects
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1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
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vertex pinning/constraint attach to other objects.
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fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
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Added SetDeformer/GetDeformer() to KX_GameObject.
Store mapping between graphics/soft body vertices (work-in-progress)
Real-time soft body integration is still very premature, but
for a quick preview, see this testfile:
http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
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Bullet logic bug in (de)activation/island management: deactivated 'fantom' objects do merge islands, in particular when connected by constraints. (fantom = object with collision detection but no collision response).
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hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
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collision feature.
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cylinder, cone and btScaledBvhTriangleMeshShape in Bullet.
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removed/refreshed.
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btSoftBody, and better fix for 64-bit issue in btCompoundCollisionAlgorithm.
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This should be harmless/non-intrusive.
Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
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(except for one define 'WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER')
In case someone reads those SVN logs: you can enable some extra broadphase SSE optimizations by replacing WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER by WIN32 in extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvt.h
Thanks to Benoit Bolsee for the upstream patch/contribution.
Removed some obsolete files, they were just intended for comparison/testing.
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tracker for inclusion in later revision. If it is not included, apply manually extern/bullet2/bullet_compound_raycast.patch
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recent changes in extern/bullet2 need to be re-applied, will check with Benoit. Ray tests in 0_FPS_Template.blend is broken, didn't figure out why yet.
HELP BUILD SYSTEM MAINTAINERS: Please help with updating all build systems: the newly added files need to be added. Note that the src/SoftBody has been added for future extension of real-time soft bodies.
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information and broad phase filter. This patch is needed to support enhanced ray cast function in the BGE. I have proposed it to the Bullet forum for inclusion in the next Bullet version.
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(useful for ragdolls etc)
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exotic or less exotic platforms
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island activation issue
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Please make sure to have extern/bullet/src/LinearMath/btAlignedAllocator.cpp in your build, if you add the files by name, instead of wildcard *.cpp
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solver by default.
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at some stage.
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finished yet, and GameBlender is still using extern/bullet.
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the Blender build yet. First, the integration will be updated to make use of the new Bullet version. Then all build systems needs to be updated.
The refactoring didn't leave a single file the same, all filenames and classes have bt prefix, methodnames start with lowercase, a single headerfile can be included, and also a single include path.
Plan is to make use of this Bullet 2.x version in extern/bullet2 within the coming weeks, then extern/bullet can be discarded/ignored/content removed.
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