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2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-25doxygen: intern/moto tagged.Nathan Letwory
2010-02-12correct fsf addressCampbell Barton
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!
2005-08-27Update SConscript.Brecht Van Lommel
Fix some warnings. Merge with latest soc code. What changed in IK lib: Fully restructured, with components now as follows: - IK_Solver: C <=> C++ interface - IK_QSegment: base class for bone/segment with 0 to 3 DOF - IK_QTask: base class for a task (currently there's a position and a rotation task) - IK_QJacobian: the Jacobian matrix, with SVD decomposition, damping, etc - IK_QJacobianSolver: the iterative solver The exponential map parametrization is no longer used, instead we have now: - 3DOF and 2DOF XZ segments: directly update matrix with Rodrigues' formula - Other: Euler angles (no worries about singularities here) Computation of the Jacobian inverse has also changed: - The SVD algorithm is now based on LAPACK code, instead of NR, to avoid some problems with rounding errors. - When the problem is underconstrained (as is the case most of the time), the SVD is computed for the transpose of the Jacobian (faster). - A new damping algorithm called the Selectively Damped Least Squares is used, result in faster and more stable convergence. - Stiffness is implemented as if a weighted psuedo-inverse was used. Tree structure support. Rotation limits: - 3DOF and 2DOF XZ segments limits are based on a swing (direct axis-angle over XZ) and twist/roll (rotation over Y) decomposition. The swing region is an ellipse on a sphere. - Rotation limits are implemented using an inner clamping loop: as long as there is a violation, a violating DOF is clamped and removed from the Jacobian, and the solution is recomputed. Convergence checking is based now on the max norm of angle change, or the maximum number of iterations.
2002-12-26WooHoo me again ;)Kent Mein
I took out the following from the includes in the intern dir that still had it: -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif Kent -- mein@cs.umn.edu
2002-12-14Gilles's patch to get rid of the the same identifier warningsKent Mein
Kent -- mein@cs.umn.edu
2002-11-25Yes I did it again ;)Kent Mein
added the following 3 lines to everything in the intern dir: #ifdef HAVE_CONFIG_H #include <config.h> #endif Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont