Age | Commit message (Collapse) | Author |
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export NAN_USE_BULLET=true
in environment, or in user-def.mk
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solver by default, added a better demo.
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removed bug-fixing comments
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added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
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fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
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exposed those tresholds to python (more 'expert' settings)
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Bullet is now off by default on all platforms until we get an OK
from Erwin. To enable it, change USE_PHYSICS to 'bullet' in your
config.opts.
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tweaked friction, some more preparations but no real functionality added yet
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* converted files to .NET 2002
* removed unneeded projectfiles from bullet
* PHY_Bullet outputs to correct directories
* Bullet linked to activex and blenderplayer
* misc updates
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using bandoler's patch as a basis (thanks!).
A couple of notes:
- This is for windows only, I did not have a chance to try linux yet.
- SConscript for PHY_Bullet may need tweaking (plus support
for other platforms), but at least it's in there :)
Any problems, shout :)
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didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
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- adds bullet projectfiles to the extern.sln build
(please rebuild extern.sln)
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- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
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added minkowskisum in the raytrace demo
update vc8 projectfiles
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software for any purpose, commercial or non-commercial.
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this should not be necessary, its for testing
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Only windows projectfiles for now.
Will ask Hans to get unix makefiles done.
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Modified bFTGL so the bitmaps supplied by the font itself aren't used.
Patch originally supplied by Shizu, somehow this was never added to
FTGL.
Be sure to build binaries with bFTGL, not the provided ftgl.lib from the
lib dir. (this one can be deleted afaic)
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alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
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to precisely align the glyphs to pixel coordinates as used in the Pixmap
version. It now looks fully identical here.
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* add some ENV = os.environ's here and there (help those who have msvc toolkit installed)
Note for OSX users: check from your config.opts the correct info for the precompiled ftgl lib is used.
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wrong (e.g., "/Fuzzics" and "/Joystick", and some of the solid stuff).
This was particularly noticable during "make clean".
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- fixed bad path in extern project file
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- Added correct .libs to be linked to GP_Ghost
- Fixed incorrect library extensions for the linker (*.lib and not unix *.a)
- Projects have been set to be multi-threaded - projects were being linked to different versions of the CRT
- All projects are now linking to python 2.3 (this fixes an error regarding struct sizes in python)
- Removed invalid source paths from inclusion for the compiler
- Fix dependency issues with the GP_Ghost module
- Proper .dll's are now being copied to their respective locations for debug and release version of blender/blenderplayer
- Warnings have been set to level 2
- Import paths have been updated and organized for the compiler
- Duplicate import paths for the compiler have been removed
- Removed silly silly silly silly unix path-separators from window paths
- Post-Build scripts have been updated where neccessary (XCOPY is retatined)
- Fixed the output of various .lib files (PHY_Sumo and Yafray)
- PHY_Sumo now uses a .pch
- Removed #undef _DEBUG from debug builds :p
- FTF_Font is now contains a debug build and is being set to it's correct output path
- Blender/Blenderplayer/3DPlugin all linkto Debug libs where appropriate (instead of static release libs to avoid conflicts with the CRT)
- Python23_d.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- msvcrtd.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- Post-builds now clean up their mess
- ActiveX controller now builds
- BlenderPlayer now builds
- Internal libs now using .pch
- Moved the build directory from /blender/obj to ../build/msvc_7/ to follow precedence with scons builds
- Builds are now organized to follow precedence with scons builds with a /libs and a /intern /extern /source obj folders
- Set the proper build path for opennl
- Forcing BLO_loader source files to follow project defaults
- Added an 'extern' project that mimics the /make build of the 'intern' project
- Extern build includes solid and it's associated builds, ftgl, and freetype
- Added .vcproj files to /extern directory
- Added new extern.sln file to /extern directory
- All project now link to the built solid.lib from the extern project instead of lib/windows
- Removed uneeded XCOPYs commands from post-builds
- Added conditional Directory building to post-builds
- Freetype2 source commit (this is need for the building of a correct MFC linked version of the activeX controller as well as a correct release and debug build of the blender project)
- Ftgl is built and linked by the 'extern' project
- Intern/Extern project are now exporting their proper header files
- PHY_Physics is now linking to the correct set of header files (in build path not source)
- Makesdna builds object files into build directory now
- Projects are now ignoring the CORRECT versions of the CRT's :)
- Renderconverter is now outputting it's obj file to it's own directory instead of /render
- Gen_system is now being built to ../kernel
- BL_src_cre is now being built to /creator
- *.exp and *.ilk are now being cleaned up from linkers
- Libpng.dll and zlib.dll are now being copied to the /bin
- MTDLL build are now available for the correct projects
- ActiveX 3D Plugin now links correctly to solid and freetype2
- Corrected the Preprocessor #define that was labeled incorrectly in FTF_Font and Blender that was causing the FTGL libs to export dll calling conventions.
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for internal and external librarys
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for blender and added 2 new solutions configurations BlenderPlayer Release, Debug
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if WITH_FREETYPE2 was set to false.
Also added/cleaned up source/nan_compile.mk NAN_NOKETSJI stuff a hair.
Kent
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Also fixed msvc6 (release only) projectfile to build and output correctly.
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need to be tweaks but it seems to work on my linux box. I haven't
touched any of the other build systems so those will need to be done.
We probably don't need all of this stuff but I figured better to add a little
too much then to little.
Kent
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were not there...
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Kester might want to check this for correctness
Kent might want to test if this breaks the Sun compile.
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O3 works thought on my system, but should not be set on reference releases
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potentially reject) the detail phase.
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c++.... so I ifdefed it.
Kent
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"BP_ProxyList.h", line 60: Error: Cannot use std::pair<BP_Proxy*, int> to initialize std::pair<BP_Proxy*, unsigned>.
Kent
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stuff.
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system.
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can't handle debug and optimisation flags at the same time.
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