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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
2005-07-31updated vc7 projectfiles so they work with bulletErwin Coumans
2005-07-29added physics-debuggingErwin Coumans
didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
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
2005-07-18more preparations for bullet physics, and some eol issues with SCA_Joystick*Erwin Coumans
2005-07-17preparation for bullet physicsErwin Coumans
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-22Reordered some of the includes to fix STL issues.Kent Mein
For details, see: http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=5867 Kent
2004-11-22Fix for bug 1600: alpha sort doesn't work on linked (alt-d) objectsKester Maddock
2004-11-22Fix 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.
2004-05-08Delete all SOLID shapes at the end of the game engine. They were all being ↵Kester Maddock
leaked!
2004-04-28Fix: Setting objects Dynamic, then unsetting Actor would leave an object ↵Kester Maddock
dynamic. Check for Actor && Dynamic to enable dynamic.
2004-04-16Improved rigid body handling for non spherical bounds type.Kester Maddock
Polyheder dynamic objects are now converted properly.
2004-04-14Rigid body physics for non spherical bounding objects.Kester Maddock
If your simulation becomes unstable, crank up the 'Form' control. Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
2004-04-111. Check material names passed to the physics engine (for collision sensors.)Kester Maddock
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.
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.
2003-01-22Looks like the two definitions were inside constructors duh....Kent Mein
So I'm reverting. Kent
2003-01-21Removed two local vars that were set and then never used.Kent Mein
(for example heres one: bool isActor = objprop->m_isactor;) Kent
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-10-18First checkin of core ODE functionality. See OdePhysicsController.cpp for a ↵Norman Lin
todo list.
2002-10-12Initial revisionv2.25Hans Lambermont