Age | Commit message (Collapse) | Author |
|
blocks that were previously missed; and b) greatly increase my
ohloh stats!
|
|
[#7113] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent
|
|
ESC now quits the game by default in all modes unless a keyboard sensor is set on ESC.
In this case, the game designer must arrange for an alternative way to quit the game.
|
|
|
|
[#7660] Solaris 10 x86 support (Makefiles)
Hopefully it will not mess up anything for anyone else. I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be
overridden, to allow greater flexability.
Let me know if there are any problems/questions.
Kent
|
|
Sabou.
this patch enable GE two use both vertex array and display lists. and speed up the engine a little, by the way thanks ovidiu.
|
|
updated, fix with hierarchies not properly build (causing crashes)
|
|
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics.
Added RigidBody constraint UI
LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody
Contribution by RCRuiz, Ramon Carlos.
|
|
|
|
initGamePythonScripting, causing the gameplayer to crash on all platforms (lack of PyInitialize()...
|
|
enabled PhysicsConstraints module within sandbox.
|
|
|
|
bumpmapping shader improvements.
|
|
|
|
(with make, need to confirm with scons)
after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.
Game engine coders, there is also quite a number of warnings that
need to be fixed.
current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
|
|
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
|
|
including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.
(perhaps some better UI in the future?)
|
|
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
|
|
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost
- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).
- The screen saving functionality does not affect the executable when
it is NOT named .scr
- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html
- It has been currently been tested to work Windows XP
|
|
Fix stereo rendering in vertex array mode. Added sidebyside & anaglyph stereo modes.
|
|
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
|
|
Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
|
|
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
|
|
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
|
|
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
|
|
|
|
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.
|
|
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.
|
|
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
added to these files.
Kent
--
mein@cs.umn.edu
|
|
|