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2006-02-08==SCons==Nathan Letwory
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux only, but was only linking issue, so should work on other platforms too). NOTE: I noticed some compileflags for GE specific libs that were left out - I re-enabled them in the SConscripts, but I'm going to do a test build my- self now, so if there are problems with them on win32, I probably already know about them :)
2006-02-04== SCons ==Nathan Letwory
* 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
2006-01-30prepared physics/game engine infrastructure for vehicle support.Erwin Coumans
fixed a python related bug with physics contraints fixed some line-ending problem with blenderbuttons.c makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
2005-12-31Fixed several bugs: python refcounting related and Bullet related (basic ↵Erwin Coumans
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.
2005-12-20Forgot to add 'ForgetReference' for game-python objects.Erwin Coumans
2005-11-28applied the 64-bit pointer patch submitted by Ken HughesErwin Coumans
2005-04-23Added the docs & use Python booleans for physics reinstance.Kester Maddock
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2004-11-22Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)Kester Maddock
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-07-17Port Python updates from Tuhopuu2:Kester Maddock
getType/setType to action/sound actuator (sgefant) Use a more generic python -> math conversion.
2004-06-07Python updates:Kester Maddock
Added scene module
2004-06-04Miscellaneous Fixes:Kester Maddock
Add Python Mapping method to CListValue Fix Bernoulli bool distribution python method for random actuator Fix Python IpoActuator methods setProperty and force acts local Make data objects private Better sort method for polygon materials - much easier to understand
2004-05-21Fixes for Camera objects and python:Kester Maddock
Normalise clip planes for sphere testing. Do a frustum-sphere <-> sphere test Reference count all python objects (!)
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16Changed Python _getattr/_setattr methods to use const STR_String& instead of ↵Kester Maddock
char* - makes using these methods much nicer.
2004-04-24Synchronise game engine with Tuhopuu2 tree.Kester Maddock
2004-03-01SCons updatesMichel Selten
* 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.
2004-02-21SCons updatesMichel Selten
* 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.
2004-02-15SCons updatesMichel Selten
* 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.
2004-01-20SCons updates: (All done by jesterKing)Michel Selten
* 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
2004-01-05- Revert to NaN makefilesWouter van Heyst
2004-01-05Basic initial yafray integration by Eeshlo.Alejandro Conty Estevez
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.
2003-12-01Nathan Letwory's patch for bug #424 const errors kept MSVC7 projectfiles ↵Roel Spruit
from compiling.
2003-03-26FreeBSD can use the exact same python includes as everyone elseWouter van Heyst
2003-01-04and the other FreeBSD python locations.Hans Lambermont
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(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
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-21moved KX_Python_... files from ketsji to expressionsErwin Coumans
(ketsji was a very wrong location because it caused circular dependencies between expressions, gamelogic and ketsji) expressions and game logic are not dependent on ketsji anymore (only the other way around) also removed circular includes in makefiles and projectfiles
2002-10-12Initial revisionv2.25Hans Lambermont