Age | Commit message (Collapse) | Author |
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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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Reverted back to original Bullet version.
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Looks like bullets Extras/ConvexDecomposition is missing from blenders source.
comment functions so it builds for now.
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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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large for our beloved scons/mingw users.
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this soon)
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as it is now included in Bullet trunk.
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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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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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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.
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discussed on sunday meeting
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https://svn.blender.org/svnroot/bf-blender/trunk/blender + also added missing files from bullet-2.71alpha0 archiv + fixed compile errors
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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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axis into account. Use Bullet 2.69 code to fix that bug.
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Doing image comparison revealed, that Kb = Kr = 0.0 for redcode :)
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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.
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GLEW
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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.
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This makes it work for Mac OS X. Thanks to Jean-Luc Peuriere for the patch.
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compile with non-standard paths.
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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 :)
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with -O2
Merged from Verse SVN (r4524). See Verse bug tracker for bug report.
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in verse svn.
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Added libmp3lame to extern. (Ton that was the last one for this release,
promised :) )
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Added XVid to trunk. Again: only works with scons.
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Added H264-encoding support using libx264.
Beware: it currently only works with scons and it needs nasm or yasm as
an additional dependency!
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Because libblenkernel_blc, which depends on binreloc, has priority
225.
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- added missing files from cloth sim
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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
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during sim, disables collisions when no bullet there
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