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2020-09-02Sync Bullet to upstreamSebastian Parborg
This syncs Bullet to the latest upstream git version as of writing this. (commit 47b0259b9700455022b5cf79b651cc1dc71dd59e).
2018-04-07Bullet: Fix velocity calculation of new spring constraintSergej Reich
This is a backport of bullet commit: 86ca7dc
2016-04-22Silence some annoying warnings when doing full build with strict flagsSergey Sharybin
This mainly touches extern libraries and few debug-only places in intern. Some summary: - External libraries are not strict at all about missing declarations, so we can rather safely remove such warning together with other strict flags. - Bullet has some static functions which are not used. Those were commented out. - Carve now has some unused debug-only functions commented out as well. While we're on the way of getting rid of Carve, it makes sense to make things a bit cleaner for the time being. - In LZMA we have some parts disabled which gives some set but unused variables which is rather correct. - Elbeem had quite some variables set and never used because their usage is inside of debug-only code which is commented out. Note about patching upstream libraries: surely one might say that we have to make local patchset against this, but own experience says it only gives extra work trying to merge such tweaks to a new upstream version and usually it's just faster to re-apply such fixes again after bundling new upstream library.
2016-03-27Fix T47758: rigidbody bug with constraint breaking and disable collisions.Brecht Van Lommel
This is a regression in Bullet, reverted the problematic change for now with a custom patch.
2016-01-26Upgrade Bullet to version 2.83.Brecht Van Lommel
I tried to carefully preserve all patches since the last upgrade. Improves T47195, cloth collision detection bug. Differential Revision: https://developer.blender.org/D1739
2015-05-30Fix leak in BMesh convex hull operatorCampbell Barton
2015-01-08correct permissionsCampbell Barton
2014-08-10Remove an assert in Bullet for the Character physics.Benoit Bolsee
This assert happens all the time for character physics in debug mode. In release mode, the assert is skipped but the code is still incorrect although it does not cause any crash strangely.
2014-07-03cloth: Speed up collision detectionSergej Reich
Noticed this while looking into something else. The change is trivial, but gives a rather nice preformance improvement, so why not. Theres's actually a lot one can do to improve collision performance if one wanted to, the triangle-triangle check alone has a lot of room for improvement.
2014-04-19Bullet: making bullet friction workaround more furureproof by using the ↵Jens Verwiebe
__apple_build_version__ macro, TODO: check if problem persists with newer clang
2014-04-17Bullet: better workaround for failing friction with clang 3.4, remove the ↵Jens Verwiebe
obsolete compileflag magic
2014-03-12Fix T39104: 2 clothes on a collision object cause crashSergey Sharybin
This was caused by static variables used in plNearestPoints(). For now solved by making the solvers allocated in the stack, seems no noticeable affect on the simulation speed so far.
2013-12-26Bullet: Update to svn r2719Sergej Reich
Fixes part of T37905, fixed constraint didn't work correctly.
2013-10-25bullet: Update to version 2.82 (bullet revision 2705)Sergej Reich
Remove patch that has been applied upstream. Fixes several bugs.
2013-04-29bullet: Fix avoiding collision response between static/kinematic objectsSergej Reich
Sent patch upstream. Fixes [#35115] Character physics type fails collision with static type with an action on 2.67 rc
2013-03-07bullet: Update to current svn, r2636Sergej Reich
Apply patches in patches directory, remove patches that were applied upstream. If you made changes without adding a patch, please check. Fixes [#32233] exporting bullet format results in corrupt files.
2012-10-24Patch Bullet to make it's convex hull implementation usable in BMeshNicholas Bishop
* Add access to the original indices for vertices * Add a very simple C API for convex hull * Add this patch to the patches folder and update readme.txt
2012-07-30Fixing [#32210] "Character physics type colliding with sensor type" reported ↵Mitchell Stokes
by Daniel Stokes (kupoman) by applying a patch found in this Bullet bug report: https://code.google.com/p/bullet/issues/detail?id=525
2012-06-08Update Bullet to version 2.80 (bullet svn revision 2537)Sergej Reich
Remove Jamfiles and other unused files that stuck around during previous updates. Add patches for local changes to the patches directory. Update readme.txt, it had outdated infromation.
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision. "Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used. See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9 for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object. Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-06typo, agle -> angleJason Wilkins
2011-03-29fixes in Bullet stuff, roll influence for raycast vehicles was broken,Erwin Coumans
enable the setPhysicsTicRate for BGE Python
2011-03-12update Bullet physics sdk to latest trunk/version 2.78Erwin Coumans
add PhysicsConstraints.exportBulletFile(char* fileName) python command I'll be checking the bf-committers mailing list, in case this commit broke stuff scons needs to be updated, I'll do that in a second.
2010-12-23remove bullet CMakeLists.txt files, blender uses its own.Campbell Barton
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-07-17spelling correction: alredy --> alreadyCampbell Barton
2009-11-05Fix for bug #19817: cloth simulation with collision slow on Mac.Brecht Van Lommel
The cause of this is in the bullet library, seems like some kind of poor handling of many repeated allocations by Mac OS X, but the allocation is unnecessary, so removed it. Patch submitted to bullet: http://code.google.com/p/bullet/issues/detail?id=303
2009-06-06one more bugfix, related to 6dof constrains, inside BulletErwin Coumans
2009-06-06#18872 bugfix for torque on dynamic objectsErwin Coumans
#18893, fix to getParam for generic 6dof constraints
2009-05-31Anisotropic Friction bugfix for #18854 ↵Erwin Coumans
http://projects.blender.org/tracker/index.php?func=detail&aid=18854&group_id=9&atid=125 Thanks to Campbell for the reproduction case!
2009-05-28last-minute Bullet bugfix: accidently commented out a constraint limit test, ↵Erwin Coumans
causing instability for springs.
2009-05-27"Motor at limit" jitter fixed for btGeneric6Dof constraint, fix taken from ↵Erwin Coumans
Bullet SVN repo. Now we need some cool constraint limit/motor/spring demos, such as a Forklift demo, moving robots, ragdolls etc. for Blender 2.49!
2009-05-24+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell ↵Erwin Coumans
Barton/ideasman for confirming it is ok to rename it) + fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too) + added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
2009-05-24Set default constraint solver mode more compatible to Blender 2.48 settings, ↵Erwin Coumans
this fixes rigid body stacking in this blend file: http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102 (todo: expose this setting in World setting GUI) Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT. Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering). Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-24Minor fixes in Bullet/constraint solvingErwin Coumans
Should make generic 6DOF constraint more useable, and rigid body stacking more stable (warmstarting was accidently switched off) If time allows, a few more minor last-minute 2.49 fixes might follow. Check out http://bulletphysics.com/constraintsTutorial.blend
2009-04-08BGE Scenegraph and View frustrum culling improvement.Benoit Bolsee
This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements.
2009-04-04fix for [#18484] Bullet Crash (possibly because of overlapping rigid body balls)Campbell Barton
simple missing negative index check.
2009-03-09upgrade to latest Bullet trunk, fix related to vehicle anti-roll, added ↵Erwin Coumans
constraint visualization. This commit doesn't add new functionality, but more updates are planned before Blender 2.49 release.
2009-03-03Fix build: don't use Character stuff, it wasn't meant to be included in ↵Erwin Coumans
Blender/extern/bullet2 distro.
2009-03-03Upgraded to Bullet 2.74. The upgrade introduced a few bugs, which need to be ↵Erwin Coumans
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.
2008-10-14bugfix: copy/paste bug merged from Bullet main repo into Blender, hope it ↵Erwin Coumans
still can make 2.48
2008-10-11remove constraints from world, if not done yetErwin Coumans
2008-09-29added anisotropic friction support for Bullet. Both for static and dynamic ↵Erwin Coumans
objects
2008-09-23bugfix for [#7006] Sleeping Objects losing Ghost ConstraintErwin Coumans
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).
2008-09-13Upgrade to latest Bullet trunk, that is in sync with Blender/extern/bullet2. ↵Erwin Coumans
(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.
2008-09-03svn merge -r 16334:16347 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender + also added missing files from bullet-2.71alpha0 archiv + fixed compile errors
2008-09-03Finally upgraded to latest Bullet subversion, about to release 2.71. Some ↵Erwin Coumans
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.
2008-08-21BGE Bullet fix: physics debug representation of cone shape does not take Up ↵Benoit Bolsee
axis into account. Use Bullet 2.69 code to fix that bug.
2008-02-03Clean-up for various gcc warnings under linux.Ken Hughes
2008-01-30New: Collision Modifier and Cloth can be at any position on the modifier ↵Daniel Genrich
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