Age | Commit message (Collapse) | Author |
|
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).
|
|
(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.
|
|
https://svn.blender.org/svnroot/bf-blender/trunk/blender + also added missing files from bullet-2.71alpha0 archiv + fixed compile errors
|
|
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.
|
|
axis into account. Use Bullet 2.69 code to fix that bug.
|
|
|
|
stack. BUT everytime the vertices count change, they will free themselves and internal build new (they rely on vertex count). Should be no problem anymore with e.g. subsurf modifier before collision modifier (tested). Fix: applied a patch from schlaile to get my bullet additions compiled with gcc 3.3
|
|
|
|
|
|
btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA);
|
|
|
|
(useful for ragdolls etc)
|
|
exotic or less exotic platforms
|
|
- reset randseed, which should make simulations more predictable
- re-activate substeps (for more accurate simulations)
|
|
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
|
|
|
|
|
|
|
|
solver by default.
|
|
|
|
|
|
|
|
|
|
at some stage.
|
|
finished yet, and GameBlender is still using extern/bullet.
|
|
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.
|