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2008-09-18needed these changes to get bullet building with cmake and linking with sconsCampbell Barton
2008-09-18Update MSVC project file to include BulletSoftBodyBenoit Bolsee
2008-09-18added another missing file, btHashMapErwin Coumans
2008-09-17added src/LinearMath/btConvexHull.cppErwin Coumans
2008-09-17Please add extern/bullet2/src/LinearMath/btConvexHull.cpp to your build system!Erwin Coumans
Reverted back to original Bullet version.
2008-09-17Added BulletSoftBody as target for Makefile installing of .h filesTon Roosendaal
2008-09-17rev 16569 broke building.Campbell Barton
Looks like bullets Extras/ConvexDecomposition is missing from blenders source. comment functions so it builds for now.
2008-09-17Applied some fixes from Bullet: issues with btDbvtBroadphase, and ↵Erwin Coumans
btSoftBody, and better fix for 64-bit issue in btCompoundCollisionAlgorithm.
2008-09-17Preparation for real-time soft bodies for the game engine, step 1 out of 3. ↵Erwin Coumans
This should be harmless/non-intrusive. Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
2008-09-17* make BulletSoftBody own small lib to make sure bullet libs don't grow too ↵Nathan Letwory
large for our beloved scons/mingw users.
2008-09-17add BulletSoftBody to SConscript and MakefileErwin Coumans
2008-09-17add src/BulletSoftBody/* to cmake (other build systems also will need to do ↵Erwin Coumans
this soon)
2008-09-13bullet wasnt building on 64bit linuxCampbell Barton
2008-09-13Update MSVC project files for latest bullet revisionBenoit Bolsee
2008-09-13Update MSVC project file for latest Bullet revision. Remove compound patch ↵Benoit Bolsee
as it is now included in Bullet trunk.
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.
2008-09-12Bullet patch for compound ray cast. The patch is filed in Bullet patch ↵Benoit Bolsee
tracker for inclusion in later revision. If it is not included, apply manually extern/bullet2/bullet_compound_raycast.patch
2008-09-05svn merge -r 16351:16368 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-05svn merge -c 16350 https://svn.blender.org/svnroot/bf-blender/trunk/blenderBenoit Bolsee
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-09-03Revert rev16344 on trunk, bullet work is done in sim_physics branch as ↵Daniel Genrich
discussed on sunday meeting
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.
2008-08-27Bullet patch: option to return true face normal, complete triangle ↵Benoit Bolsee
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.
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.
2008-06-22== Redcode ==Peter Schlaile
Doing image comparison revealed, that Kb = Kr = 0.0 for redcode :)
2008-06-18BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.Benoit Bolsee
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-10== redcode ==Peter Schlaile
This makes it work for Mac OS X. Thanks to Jean-Luc Peuriere for the patch.
2008-06-09Fix for bug #13627: bFTGL sconscript missing opengl includes, didn'tBrecht Van Lommel
compile with non-standard paths.
2008-06-03== RED one (redcode) ==Peter Schlaile
This adds redcode (the file format of RED one, R3D) support to blender. Seems to work fine with the footage I found on the web, but keep in mind, that because of the unoptimized nature of libopenjpeg, frame decoding isn't that fast. It is also a rather challenging task, to make 4k-float-footage realtime :)
2008-05-01* Fix Verse bug [#8959] Clients doesn't connect if libverse.a is compiled ↵Nathan Letwory
with -O2 Merged from Verse SVN (r4524). See Verse bug tracker for bug report.
2008-04-28Fix for bug #9504: compile error with verse on mingw, also fixedBrecht Van Lommel
in verse svn.
2008-04-20== FFMPEG / mp3lame ==Peter Schlaile
Added libmp3lame to extern. (Ton that was the last one for this release, promised :) )
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-13== FFMPEG ==Peter Schlaile
Added XVid to trunk. Again: only works with scons.
2008-04-13== FFMPEG ==Peter Schlaile
Added H264-encoding support using libx264. Beware: it currently only works with scons and it needs nasm or yasm as an additional dependency!
2008-02-15Set linking priority of libbinreloc to 226 for blenderplayer. Why?Chris Want
Because libblenkernel_blc, which depends on binreloc, has priority 225.
2008-02-03Missed reverting one extra assignment.Ken Hughes
2008-02-03Clean-up for various gcc warnings under linux.Ken Hughes
2008-01-30== MSVC 7.1 projectfiles ==Andrea Weikert
- added missing files from cloth sim
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
2008-01-30makes bullet independant from gameengine for cmake, introduces esc-key ↵Daniel Genrich
during sim, disables collisions when no bullet there
2008-01-30Initial commit of cloth modifier from branch rev 13453Daniel Genrich
2008-01-22Fixes for CMake.Chris Want
2008-01-19Fixing makefiles for binreloc I made it use flags like otherKent Mein
things default on for linux. ideasman helped me get scons working. Cmake still needs some love... Kent
2008-01-18Linux only addition to know for sure the path of blender because sometimes ↵Campbell Barton
the Play button doesn't work depending on how blender is started. This uses binreloc - http://autopackage.org/docs/binreloc/ it should also solve the problem of python scripts not being found.
2007-12-20Need to propigate -m64 flags to compile verse.Kent Mein
Kent
2007-12-05This is a modified version of this patch:Kent Mein
[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
2007-11-05Tweaks I needed to get blender compiling on my new macbook running leopard.Kent Mein
Kent