Age | Commit message (Collapse) | Author | |
---|---|---|---|
2006-02-22 | added 'disable sleeping' option for rigidbodies. + bugfix of out of sync ↵ | Erwin Coumans | |
wheels for vehicle | |||
2005-10-23 | updated SConstruct and Makefile so that if you compile the gameengine, is ↵ | Erwin Coumans | |
always enables bullet, independent of sumo/ode. So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds! | |||
2005-08-17 | some more fixes in the raycast/mouse over | Erwin Coumans | |
2005-08-13 | these files missed the cvs commt yesterday, this should fix compilation problems | Erwin Coumans | |
2005-08-05 | fixed the mouse-over sensor, | Erwin Coumans | |
added raycast support for bullet (no triangle-mesh support, soon) added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor, which makes it easy for a shootout.blend demo :) | |||
2005-07-30 | enable bullet for vc7 too by default (can be switched off easily) | Erwin Coumans | |
2005-07-29 | >humm, .. this seems to define USE_BULLET for 1400 > _MSC_VER | Erwin Coumans | |
>e.g. my msvc6 and gcc in linux. right? >BM thanks bjornmose, is was a typo (it only disabled bullet for Visual Studio 2006, which is not even in planning stage :) Should be fixed now | |||
2005-07-27 | got some "_1400 <= _MSC_VER" wrong, should be "_1400 < _MSC_VER" | Erwin Coumans | |
Lets hope gcc doesn't define this :) | |||
2005-07-27 | - added debug line drawing in gameengine (handy for debugging physics problems) | Erwin Coumans | |
- added #ifdef for a visual studio 8 crashing problems - added scaling and tolerances to triangle meshes | |||
2005-07-17 | preparation for bullet physics | Erwin Coumans | |
2004-11-22 | Fix for bug 1600: alpha sort doesn't work on linked (alt-d) objects | Kester Maddock | |
2004-11-22 | Fix 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. | |||
2004-05-08 | Delete all SOLID shapes at the end of the game engine. They were all being ↵ | Kester Maddock | |
leaked! | |||
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. | |||
2002-12-27 | Removed 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 | |||
2002-11-25 | Did all of the .h's in source | Kent 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 | |||
2002-10-30 | fixed spacing in the headers to get rid of some warnings and some other | Kent Mein | |
little minor spacing issues. | |||
2002-10-18 | First checkin of core ODE functionality. See OdePhysicsController.cpp for a ↵ | Norman Lin | |
todo list. | |||
2002-10-12 | Initial revisionv2.25 | Hans Lambermont | |