Age | Commit message (Collapse) | Author |
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* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
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* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
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extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
added newline at end of file.
intern/boolop/intern/BOP_Face2Face.cpp
fixed indentation and had nested declarations of a varible i used
for multiple for loops, changed it to just one declaration.
source/blender/blenkernel/bad_level_call_stubs/stubs.c
added prototypes and a couple other fixes.
source/blender/include/BDR_drawobject.h
source/blender/include/BSE_node.h
source/blender/include/butspace.h
source/blender/render/extern/include/RE_shader_ext.h
added struct definitions
source/blender/src/editmesh_mods.c
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_RaySensor.cpp
removed unused variables;
source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
changed format of case statements to avoid warnings in gcc.
Kent
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killed off some newline warnings in bullet
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orange
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latest version
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Added newlines at end of a bunch of files that didn't have them.
removed a couple of unused variables and an extra ';'
(Also removed config.h crap from these files)
Kent
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- added bullet files to project
- fixed compiler path on bBullet project
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tweaker, friction/restitution, more scaling related fixes.
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add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
'Bullet/CollisionShapes/ConvexTriangleCallback.cpp',
'Bullet/CollisionShapes/EmptyShape.cpp',
'Bullet/CollisionShapes/OptimizedBvh.cpp',
'Bullet/CollisionShapes/TriangleCallback.cpp',
'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp',
'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'.
Sorry, no armatures fix yet.
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post build step for booleans --> copy boolop.lib to lib folder _foo_/lib/windows..
enabeling bullet for GE
wants to link with _foo_/lib/windows/bullet/lib/bullet3.lib
you have to build it with continuous.dsw in exten/bullet and copy it manually there
since bullet is exten i think no automagic in place here
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- on Ton's request use double versions of cos,sin,tan, sqrt etc.
just like Solid in MT_Scalar #if defined (__sun) || defined (__sun__) || defined (__sparc) || defined (__APPLE__)
- updated an url in the header of files
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always enables bullet, independent of sumo/ode.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene.
sorry if this breaks your builds!
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slower than pixmap fonts. Test on buttons window CTRL+ALT+T timer shows it
goes down from 2500 to 100 on this commit. :)
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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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