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2004-05-03Mouse Wheel Support for the Game Engine.Kester Maddock
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
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.
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.
2003-03-26FreeBSD can use the exact same python includes as everyone elseWouter van Heyst
2003-01-04and the other FreeBSD python locations.Hans Lambermont
2002-12-30Removed another unused var and cleaned up a couple of lines of codeKent Mein
Here is the diff Kent Index: GameLogic/SCA_KeyboardSensor.cpp =================================================================== RCS file: /cvs01/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp,v retrieving revision 1.3 diff -u -r1.3 SCA_KeyboardSensor.cpp --- GameLogic/SCA_KeyboardSensor.cpp 25 Nov 2002 15:29:42 -0000 1.3 +++ GameLogic/SCA_KeyboardSensor.cpp 30 Dec 2002 07:09:42 -0000 @@ -167,14 +167,14 @@ } else { - // cerr << "======= SCA_KeyboardSensor::Evaluate:: peeking at key status" << endl; - const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) m_hotkey); + // cerr << "======= SCA_KeyboardSensor::Evaluate:: peeking at key status" << endl; + const SCA_InputEvent & inevent = inputdev->GetEventValue( + (SCA_IInputDevice::KX_EnumInputs) m_hotkey); - // cerr << "======= SCA_KeyboardSensor::Evaluate:: status: " << inevent.m_status << endl; + // cerr << "======= SCA_KeyboardSensor::Evaluate:: status: " << inevent.m_status << endl; if (inevent.m_status == SCA_InputEvent::KX_NO_INPUTSTATUS) { - int i=4; } else { if (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
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