Age | Commit message (Collapse) | Author |
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face information exists for that object.
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(was hunting down why audio isn't working on solaris and figured
I'd clean up the warning)
Kent
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colours are not available (instead of white)
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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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Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
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at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
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Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene. If the actuator target is always set from Python, this could be annoying.
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getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
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intern/SoundSystem/intern/SND_AudioDevice.cpp
Initalized a var that could fall through with no value.
source/blender/readblenfile/intern/BLO_readblenfile.c
source/blender/src/space.c
intern/SoundSystem/intern/SND_Scene.cpp
source/gameengine/Converter/BL_MeshDeformer.cpp
removed unused var's
intern/SoundSystem/openal/pthread_cancel.cpp
fixed a nested /*
source/blender/imbuf/IMB_imbuf.h
added static to the type returned for addzbufImBuf
source/blender/imbuf/intern/IMB_bmp.h
had a wrong prototype
source/blender/src/view.c
added newline at end of file.
source/blender/src/sequence.c
removed unused var
added #include <stdlib.h> to avoid:
warning: implicit declaration of function `abs'
initalized a var that could have been used without being set.
Kent
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to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
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attributes.
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reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
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Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
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Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
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Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
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http://projects.blender.org/tracker/index.php?func=detail&aid=1245&group_id=9&atid=125
The member names of MCol are wrong, so we will convert to unsigned char* like the rest of blender.
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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char* - makes using these methods much nicer.
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GPUs can do more now.
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Generate bounding boxes for frustum culling
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leaked!
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different runs of the game engine.
http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125
The material buckets were being sorted by pointer (ie their location in memory.)
Also fixed find shared verticies.
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This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
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Polyheder dynamic objects are now converted properly.
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Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".
2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
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2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
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(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
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convention.
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* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
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* Almost all library settings are now available in the config.opts user option
file.
* All platform variables had to be updated to make this possible. Things are
much clearer now, but I only was able to test the changes on Linux. I've
tried to update all other platform variables, but things are most likely to
be broken. Please contact me how to resolve the issues.
Note: Before running scons, remove your existing config.opts file to get all
new options.
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* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
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* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
I tried building the game engine on Linux, but I get weird errors when
building with ode. There's a dirty #include path in
Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
use_sumo, use_ode, solid_include and ode_include
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Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
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world->gameEngine (a la tuhopuu).
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Kent
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(configure --enable-gameengine). However, you still need to manually configure,
compile and install ode.
* Following the original NaN makefile, I removed the TerraplayNetwork files
from the build. (Moved the two files to EXTRA_DIST).
* Pass a const char * to Py_BuildValue instead of a STR_String in
BL_ActionActuator.cpp
* Added some include directories in Makefile.am's
Michel
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
added to these files.
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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