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2012-10-30BGE: Adding support for Bullet's collision masks. Each object now has a ↵Mitchell Stokes
collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with. The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
2012-10-22style cleanupCampbell Barton
2012-10-20style cleanupCampbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-10-14code cleanup: remove redundant castsCampbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
2012-10-07BGE: When applying movement to an object with the Character physics type, ↵Mitchell Stokes
use the btKinematicCharacterController's setWalkDirection() instead of moving the physics object ourselves. This reduces issues with tunneling (the character going through other objects).
2012-09-16style cleanupCampbell Barton
2012-08-08Accidentally did a commit when I wanted to revert... (ignore my last revision)Mitchell Stokes
2012-08-08(no commit message)Mitchell Stokes
2012-08-06Fix for [#32270] "Removing a Character object from the scene causes a ↵Mitchell Stokes
crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
2012-08-01game engine: Fix CcdPhysicsEnvironment functions that accessed m_solverInfoSergej Reich
The functions had no effect because m_solverInfo wasn't used anywhere. Now we get the solver info from the dynamics world directly instead of using our own copy.
2012-07-29BGE: Fixing a memory leaked caused by the character controller ↵Mitchell Stokes
(CcdPhysicsController::m_characterController was not getting freed).
2012-07-26Fix for [#32185] "Incorrect physics for LibLoaded dupligroups" reported by ↵Mitchell Stokes
Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects.
2012-07-10Fix for a crash caused by ReplaceMesh changing an objects physics shape. ↵Mitchell Stokes
CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh. Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
2012-07-09As a response to issue [#28483] "Enable/Disable Rigid Body actuator do ↵Mitchell Stokes
nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
2012-07-09Fixing a memory leak when using Bullet's btGImpactMeshShape for triangle ↵Mitchell Stokes
meshes (e.g., rigid bodies). The physic controller's free was only handling the case where regular triangle meshes were used.
2012-07-09Fixing a memory leak introduced by the Character Physics type patch: a new ↵Mitchell Stokes
btGhostPairCallback was being created, but never freed.
2012-07-08Fix for [#31701] "radar causes collision" reported by Markus Rietz (afeature).Mitchell Stokes
The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-17style cleanup:Campbell Barton
also fix for building ghost test and fix double free in one of the tests
2012-06-06style cleanupCampbell Barton
2012-05-30BGE #30734: add support for physics linear and angular thresholds and ↵Benoit Bolsee
deactivation time from python and GUI. ======================== The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s) under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled is deactivation time is set to 0). These settings help reducing the processing spent on Physics during the game. Previously they were only accessible from python but not working because of a bug. Now the python functions are working and the settings are available in the Physics panel of the World settings when using the Blender Game render engine. Python API: import PhysicsConstraints PhysicsConstraints.setDeactivationLinearTreshold(float) PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision. "Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used. See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9 for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object. Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-04-24fix for CcdPhysicsController::RelativeRotate reading 2 values past the input.Campbell Barton
note: this function isn't used but may as well fix.
2012-04-15BGE bug #30555: crash in Replace Mesh when physics shape is triangle mesh ↵Benoit Bolsee
and new mesh has no collision faces. The fix consists in keeping the previous physics shape, which is not quite correct, but the situation is unusual anyway.
2012-04-11code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)Campbell Barton
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-08style cleanup - remove unneeded ';'sCampbell Barton
2012-03-01Spelling CleanupCampbell Barton
2012-02-27style cleanup (mostly whitespace)Campbell Barton
2012-02-27Fixing a crash when converting physics objects in the Game Engine.Daniel Stokes
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2012-02-06svn merge ^/trunk/blender -r43887:43918Campbell Barton
2012-02-05BGE bug #21947: Softbodies not using object size. Fixed by scaling the shape ↵Benoit Bolsee
before creating the soft body.
2011-11-15svn merge -r41751:41779 ^/trunk/blenderCampbell Barton
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-10-24svn merge ^/trunk/blender -r41226:41227 .Campbell Barton
2011-10-24svn merge ^/trunk/blender -r41175:41200 --- will need to apply fix afterCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-22header cleanup and typo'sCampbell Barton
2011-10-09svn merge ^/trunk/blender -r40720:40872Campbell Barton
2011-10-07spaces -> tabs (whitespace only changes)Campbell Barton
2011-09-03svn merge -r39878:39890 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-03svn merge -r39831:39877 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-03whitespace editsCampbell Barton
2011-09-01whitespace bge editsCampbell Barton