Age | Commit message (Collapse) | Author |
|
Camera won't follow.
This bug fix is made of two parts:
1) It's now possible to dynamically add a camera.
2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera.
This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
|
|
|
|
project files
|
|
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
|
|
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
|
|
The camera IPO was not invalidating the cached projection matrix.
|
|
|
|
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
|
|
Added scene module
|
|
strange projection matrix)
Fix the transformation of the frustum bound sphere to world coordinates.
|
|
Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates
|
|
|
|
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
|
|
New Python Hooks for cameras.
|
|
|
|
|
|
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
|
|
|