Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2008-07-21BGE patch: Optimization of bullet adaptation layer - part 1.Benoit Bolsee
First batch of optimizaton of the bullet adaptation layer in the BGE. - remove circular motion state update. - optimization of physic adaptation layer for bullet: bypass unecessary conversion of rotation matrix to quaternion and back. - remove double updates during object replication.
2008-07-20BGE bug fix (for 2.47): setParent() fix, third part: set mass to 0 when ↵Benoit Bolsee
parenting. Allow loc/scale/orientation change on child object with physic controller.
2008-07-19BGE bug fix (good for 2.47): remove static-static collision messages on the ↵Benoit Bolsee
console since previous SetParent fix. The physical object is set to static+ghost while the object is parented. This behavior will be made optional in a future release. The DisableDynamics actuator will also make the object static except that the ghost/non-ghost flag is preserved.
2008-07-18BGE bug fix (good for 2.47): SetParent actuator did not work on dynamic ↵Benoit Bolsee
objects. Dynamics will now be disabled automatically and the object will be set ghost for the duration of the parenting; this is to avoid static interaction with the parent object. The dynamic state is restored when the parenting is removed with RemoveParent actuator. This fix also applies to setParent() and removeParent() python functions.
2008-06-24BGE patch: Add damping and clamping option to motion actuator.Benoit Bolsee
This patch introduces two options for the motion actuator: damping: number of frames to reach the target velocity. It takes into account the startup velocityin the target velocity direction and add 1/damping fraction of target velocity until the full velocity is reached. Works only with linear and angular velocity. It will be extended to delta and force motion method in a future release. clamping: apply the force and torque as long as the target velocity is not reached. If this option is set, the velocity specified in linV or angV are not applied to the object but used as target velocity. You should also specify a force in force or torque field: the force will be applied as long as the velocity along the axis of the vector set in linV or angV is not reached. Works best in low friction environment.
2006-11-21Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.xErwin Coumans
All platforms/build systems: either upgrade to use extern/bullet2, or disable the game engine until the build is fixed.
2006-06-19bugfix/workaround for problem with hard-coded collision margins being too large.Erwin Coumans
2006-01-06Lots of stupid warning fixes:Kent Mein
Added newlines at end of a bunch of files that didn't have them. removed a couple of unused variables and an extra ';' (Also removed config.h crap from these files) Kent
2005-07-17preparation for bullet physicsErwin Coumans