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2004-05-16Changed Python _getattr/_setattr methods to use const STR_String& instead of ↵Kester Maddock
char* - makes using these methods much nicer.
2004-05-16Python utils for Python <-> MT_Vector, MT_Point & MT_MatrixKester Maddock
2004-05-16Don't overwrite camera's projection matrix every frame.Kester Maddock
2004-05-16Frustum cullingKester Maddock
New Python Hooks for cameras.
2004-05-16Don't touch protected KX_GameObject members.Kester Maddock
Protect KX_GameObject - Py_Header unprotects!
2004-05-16Frustum Culling.Kester Maddock
- tests every object against the view frustum. - Tree based culling is there, need to build tree.
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.
2004-04-26Fix MouseFocus Sensor objects for dynamic cameras. (Bug 1165)Kester Maddock
2004-04-24Synchronise game engine with Tuhopuu2 tree.Kester Maddock
2004-04-24Fixes for MouseFocusSensor: (bug 1165)Kester Maddock
1. Do the ray cast properly (from the near plane to the far clip plane) 2. Loop over invisible objects (sensors)
2004-04-22[SCONS] Optimisation flags for msvcNathan Letwory
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.
2004-04-09Fix bug #1126: Ray sensor detects a near sensor attached to the same object ↵Kester Maddock
and then goes into an endless loop trying to ignore it.
2004-04-08Missed this one! :-(Kester Maddock
2004-04-08Don't import Blender python module into the gameengine. It causes link ↵Kester Maddock
problems for blenderplayer. Added a python function for MT_Vector4s
2004-04-08In NaN times I suggested a python function to get the subject of aKester Maddock
Message using a python function of the MessageSensor. Thats a nice thing if you want complex message handling in one python script. Just get all messages, check the subject and do what you want. In the current situation you end up with several MessageSensors connected to the python script, instead of one Sensor and a smart script. Some developer (cant remember who) did implement that function, but however not the way I wanted (maybe I was not clear enough) ;-) So the getSubject() function will return whats entered in the "Subject:" filter field of the MessageSensor. Quite useless IMHO. So I added a new function getSubjects() which is similar to getBodies(), in fact I stole the code from there ;-) I left the getSubject() alone, because of backward compatibility (never saw someone using that function, but...) The future: In conjunction with a wildcard subject: filter field the getSubjects() function will be even more usefull. i.e. Player* will filter for PlayerScore, PlayerKill etc. -- Carsten Wartmann
2004-04-08Added resolveCombinedVelocities()Kester Maddock
Fixed drot actuator. The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-02Added blender python module to game engine.Kester Maddock
Updated Scons & Makefile
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.
2004-03-01SCons updatesMichel Selten
* Blender static now links. By default this option is disabled on all platforms. Simply set the option in config.opts to 'true'. * Added the following flags to config.opts: - HOST_CC. This is the C compiler for the host platform. This value is the same as TARGET_CC when not cross compiling. - HOST_CXX. This is the C++ compiler for the host platform. This value is the same as TARGET_CXX when not cross compiling. - TARGET_CC. This is the C compiler for the target platform. - TARGET_CXX. This is the C++ compiler for the target platform. - TARGET_AR. This is the linker command for linking libraries. - PATH This is the standard search path All SConscript files have been updated to reflect these changes. Now it's possible to change only the root SConstruct file, and all compiler specific variables are passed automatically to all SConscript files. Of course, this does not apply to makesdna because there the host and target platform is different from all other libraries. To pass a variable that applies to all platforms, all we now have to do is set the correct value in library_env Note: as usual, to get the latest options in the config.opts file, first remove your version.
2004-02-21SCons updatesMichel Selten
* Almost all library settings are now available in the config.opts user option file. * All platform variables had to be updated to make this possible. Things are much clearer now, but I only was able to test the changes on Linux. I've tried to update all other platform variables, but things are most likely to be broken. Please contact me how to resolve the issues. Note: Before running scons, remove your existing config.opts file to get all new options.
2004-02-15SCons updatesMichel Selten
* libraries are now generated in [BUILD_DIR]/lib * passed the user_options to all libraries now. This means I could remove a couple of Export/Import lines. * Changed the order in source/blender/src/SConscript and source/gameengine/SConscript. All libraries are now sorted alphabetically. This has no impact on the build process.
2004-01-20SCons updates: (All done by jesterKing)Michel Selten
* Windows .exe file now includes the blender icon. * Builds with game engine on Windows only. I tried building the game engine on Linux, but I get weird errors when building with ode. There's a dirty #include path in Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't like this somehow. * Other platforms need to add a couple of flags to the SConstruct: use_sumo, use_ode, solid_include and ode_include
2004-01-05- Revert to NaN makefilesWouter van Heyst
2004-01-05Basic initial yafray integration by Eeshlo.Alejandro Conty Estevez
Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme.
2003-07-16Further fixes to the old makefiles.Kent Mein
Kent
2003-03-26FreeBSD can use the exact same python includes as everyone elseWouter van Heyst
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
2003-01-04and the other FreeBSD python locations.Hans Lambermont
2002-12-30Removed unused var here is the diff:Kent Mein
Kent Index: gameengine/Ketsji/KX_PyConstraintBinding.cpp =================================================================== RCS file: /cvs01/blender/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp,v retrieving revision 1.3 diff -u -r1.3 KX_PyConstraintBinding.cpp --- gameengine/Ketsji/KX_PyConstraintBinding.cpp 25 Nov 2002 15:29:49 -0000 1.3 +++ gameengine/Ketsji/KX_PyConstraintBinding.cpp 30 Dec 2002 07:08:18 -0000 @@ -128,7 +128,6 @@ { int constraintid; - int len = PyTuple_Size(args); if (PyArg_ParseTuple(args,"i",&constraintid)) { if (g_physics_env)
2002-12-27Removed 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
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent 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
2002-11-05Brought back the sumo physics controllers and undid game engine make fileMaarten Gribnau
changes. Instead modified the top level nan_definitions.mk to point the NAN_SUMO and NAN_FUZZICS to the right locations. Maarten
2002-11-05Forgot to remove sumo physics controllersMaarten Gribnau
Maarten (mail@maartengribnau.com)
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-21moved KX_Python_... files from ketsji to expressionsErwin Coumans
(ketsji was a very wrong location because it caused circular dependencies between expressions, gamelogic and ketsji) expressions and game logic are not dependent on ketsji anymore (only the other way around) also removed circular includes in makefiles and projectfiles
2002-10-18first checkin of ode blender engine filesNorman Lin
2002-10-18First checkin of core ODE functionality. See OdePhysicsController.cpp for a ↵Norman Lin
todo list.
2002-10-12Initial revisionv2.25Hans Lambermont