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2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
2009-02-21* removed typedefs that were not used (from anonymous enums and structs)Campbell Barton
* Missed some cases of using a 'char *' as an attribute * replace BGE's Py_Return macro with Pythons Py_RETURN_NONE * other minor warnings removed
2008-07-30BGE patch: logic optimization part 2: remove inactive sensors from logic ↵Benoit Bolsee
manager. With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
2008-04-27Update MSVC project files to support ffmpeg. Make sure you do svn update in ↵Benoit Bolsee
lib/windows to link with latest ffmpeg libraries
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!
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2006-01-15more graphics patches from Snailrose,Erwin Coumans
remove constraint fixed, Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz, SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2005-08-17some more fixes in the raycast/mouse overErwin Coumans
2005-04-10Clean up for Makefiles: some of the directories were being printedChris Want
wrong (e.g., "/Fuzzics" and "/Joystick", and some of the solid stuff). This was particularly noticable during "make clean".
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)
2005-01-03More warning cleanups...Kent Mein
added a casts to: blender/blenlib/intern/BLI_memarena.c gameengine/Rasterizer/RAS_TexVert.cpp Removed unused vars from: blender/python/api2_2x/vector.c gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp gameengine/Rasterizer/RAS_FramingManager.cpp gameengine/Rasterizer/RAS_Polygon.cpp gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp Kent
2004-12-06Fix the case when the physics system starves the logic & renderer of CPU ↵Kester Maddock
time. If this happens, we reduce physics precision to maintain some framerate.
2004-12-06Fix numerical precision issue in physics. Dividing by a number too close to ↵Kester Maddock
zero would make the impulse response normal large hence the jittering.
2004-12-04Update the physics engine: interpolate between frames so track to/camera ↵Kester Maddock
actuators work properly. (bug #1816)
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.
2004-11-06Speed up the physics engine: hook the SOLID broad phase, so we can either ↵Kester Maddock
reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test.
2004-10-25Do a complete physics timestep each step instead of some per frameKester Maddock
2004-10-16Switch fixed time system. Logic updates should now happen at 30Hz, physics ↵Kester Maddock
at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-05-17Fix for MSVC .NET, which can't handle static const declarations in classes.Kester Maddock
Make it static, and define in SM_Object.cpp
2004-05-16Cleanup unused/commented out code, compiler warnings, coding standards etc.Kester Maddock
2004-05-13Make game users happier.Kester Maddock
Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.
2004-05-08Delete all SOLID shapes at the end of the game engine. They were all being ↵Kester Maddock
leaked!
2004-04-24Synchronise game engine with Tuhopuu2 tree.Kester Maddock
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.
2004-04-08Added resolveCombinedVelocities()Kester Maddock
Fixed drot actuator. The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-02Speed up the physics engine by cutting down on the number of fix pass ↵Kester Maddock
iterations.
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.
2002-12-27Removed 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
2002-11-19Fixed a typo. Had a [ added.Kent Mein
Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont