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
2009-01-262.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17853:HEAD
2008-09-29Add Fh/Rot Fh to Bullet.Erwin Coumans
2008-09-29added anisotropic friction support for Bullet. Both for static and dynamic ↵Erwin Coumans
objects
2008-09-28enable -noaudio option, so it actually works (and doesn't get overwritten by ↵Erwin Coumans
a game flag). audio initialization delays startup of game engine 2 seconds add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick. In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second! Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
2008-09-26support concave soft bodies, preliminary. could be used for cloth too. need ↵Erwin Coumans
vertex pinning/constraint attach to other objects.
2008-09-26Allow Bullet soft bodies to be created using a AddObject actuator. Added a ↵Erwin Coumans
fake world coordinate system to game soft bodies, although the vertices are already in world space. Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26don't apply vertex transformation for deformable game soft bodies.Erwin Coumans
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25avoid crash and apply force for soft bodies.Erwin Coumans
copy normals for soft body vertices, to get proper lighting
2008-09-25improved game soft bodies, works for objects that are using 'set smooth'Erwin Coumans
use shape matching by default for game soft bodies store soft body index for game vertices
2008-09-24Created a KX_SoftBodyDeformer for real-time soft bodies.Erwin Coumans
Added SetDeformer/GetDeformer() to KX_GameObject. Store mapping between graphics/soft body vertices (work-in-progress) Real-time soft body integration is still very premature, but for a quick preview, see this testfile: http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
2008-09-21BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is ↵Erwin Coumans
hooking up / deform graphics mesh and choose collision shape. Note: feature is still disabled.
2008-09-21BGE patch: allow Bullet mesh shape sharing for objects copied with ALT-D.Benoit Bolsee
2008-09-14BGE patch: new Physics button and margin parameter in Logic panel. Change ↵Benoit Bolsee
subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-13BGE patch: fix transform bug on compound shape: child shape didn't take into ↵Benoit Bolsee
account parent inverse node. Fix scaling bug on instantiation of compound shape: child shape didn't have correct shape. Note: global scaling doesn't work on compound shape (limitation of Bullet); don't set any scale on the top dynamic object.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-08-22BGE bug #17411 fixed: the always sensor is called before the the scale of ↵Benoit Bolsee
the object is applied. The scale is now applied to the shape before the creation of the rigid body.
2008-08-21BGE bug #17491 fixed: BGE, Dupli instance with different scale, massive ↵Benoit Bolsee
slowdown. The root cause of this bug is the fact that Bullet shapes are shared between duplicated game objects. As the physics object scale is stored in the shape, all duplicas must have the same scale otherwise the physics representation is incorrect. This fix introduces a mechanism to duplicate shapes at runtime so that Bullet shapes are not shared anymore. The drawback is an increased memory consuption. A reference count mechanism will be introduced in a later revision to keep Bullet shape shared between duplicas that have the same scale.
2008-05-01Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during ↵Benoit Bolsee
the game.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-15BGE fix: ghost objects created with AddObject actuator will retain their ↵Benoit Bolsee
ghost property
2008-03-10BGE memleak fixed: mesh/material not deleted when switching sceneBenoit Bolsee
2008-03-01Various mem leaks related to CValue reference count fixedBenoit Bolsee
2008-03-01Radar/Near sensor performance problem fixedBenoit Bolsee
2007-06-23upgrade to latest Bullet 2.53. cross the fingers it doesn't break one of the ↵Erwin Coumans
exotic or less exotic platforms
2006-12-04added some 'angularFactor' for character control (to avoid rotation)Erwin Coumans
2006-12-03- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting ↵Erwin Coumans
out the #define WAIT_FOR_VSYNC 1 - GEdon't crash when attempting to add constraint on game objects without physics controller - GEimproved some physics -> graphics synchronization issues - small experiment with game engine timing to smooth framerate/reduce tearing
2006-12-01some Bullet compound shape fixErwin Coumans
2006-12-01- enabled compound collision objects, requires 'clear parent inverse'Erwin Coumans
- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-11-21more Bullet 2.x upgrading. fair amount of functionality is now restored, not ↵Erwin Coumans
all yet.
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.
2006-08-28upgraded Bullet rigidbody physics to latest version 1.9Erwin Coumans
2006-04-28- Charlie fixed some bugs related to copying armature-constraint data (these ↵Erwin Coumans
are different from Bullet rigidbody constraints like the hinge, and point 2 point!) - fixed a crashing bug related to objects without meshes (tried to get material info from it)
2006-04-26added Bullet rigidbodies that behave like Sumo 'dynamic', without rotations. ↵Erwin Coumans
Done using a special hinge constraint (no translational degrees of freedom removed)
2006-04-26fixed several internal Bullet rigidbody dynamics bugs:Erwin Coumans
- broadphase had bugs in removing objects, - persistent manifold renamed value, - cylinder penetration depth fixed, - memory leak for persistent manifold
2006-04-17added support for 'Ghost' object and collision sensor (preliminary)Erwin Coumans
2006-04-14don't use hull testing code by defaultErwin Coumans
2006-04-13a lot of work in a few small changes to improve penetration depth. and some ↵Erwin Coumans
fixes in shaders from Charlie.
2006-02-22added 'disable sleeping' option for rigidbodies. + bugfix of out of sync ↵Erwin Coumans
wheels for vehicle
2006-02-21Reorganized Bullet physics files, added preliminary vehicle simulation files ↵Erwin Coumans
(disabled). Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
2006-01-30More simple fixes to cleanup warnings and what not:Kent Mein
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h added newline at end of file. intern/boolop/intern/BOP_Face2Face.cpp fixed indentation and had nested declarations of a varible i used for multiple for loops, changed it to just one declaration. source/blender/blenkernel/bad_level_call_stubs/stubs.c added prototypes and a couple other fixes. source/blender/include/BDR_drawobject.h source/blender/include/BSE_node.h source/blender/include/butspace.h source/blender/render/extern/include/RE_shader_ext.h added struct definitions source/blender/src/editmesh_mods.c source/gameengine/Ketsji/KX_BlenderMaterial.cpp source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp source/gameengine/Ketsji/KX_RaySensor.cpp removed unused variables; source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp changed format of case statements to avoid warnings in gcc. Kent
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
2006-01-01Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino ↵Erwin Coumans
simulation to work. See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
2006-01-01more game engine bug-fixes, hooked up 'formfactor' as inertia tensor ↵Erwin Coumans
tweaker, friction/restitution, more scaling related fixes.
2005-12-31Fixed several bugs: python refcounting related and Bullet related (basic ↵Erwin Coumans
add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp', 'Bullet/CollisionShapes/ConvexTriangleCallback.cpp', 'Bullet/CollisionShapes/EmptyShape.cpp', 'Bullet/CollisionShapes/OptimizedBvh.cpp', 'Bullet/CollisionShapes/TriangleCallback.cpp', 'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp', 'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'. Sorry, no armatures fix yet.
2005-08-23new game-menu option 'Record Game Physics to Ipo'Erwin Coumans
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?)
2005-08-22more preparation for physics recording to ipo keyframesErwin Coumans
2005-08-17some more fixes in the raycast/mouse overErwin Coumans
2005-08-05fixed 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 :)
2005-08-04improved deactivation, exposed more tweakable parameters to python,Erwin Coumans
fixed some copy/paste bug in inertia/inverse inertia. colors in deactivation debug
2005-08-02added python binding for debugdraw,Erwin Coumans
tweaked friction, some more preparations but no real functionality added yet