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2010-02-12correct fsf addressCampbell Barton
2009-12-04BGE: Add option to return UV coordinates aofthe hit point to ↵Benoit Bolsee
KX_GameObject::rayCast(). Details in PyDoc.
2009-08-18BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to ↵Campbell Barton
MEM_mallocN for better tracking memory usage. * off by default. * new/delete are at the bottom of each class * python BGE objects have the new/delete in the Py_Header macro.
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-14BGE: Occlusion culling and other performance improvements.Benoit Bolsee
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional
2009-04-08BGE Scenegraph and View frustrum culling improvement.Benoit Bolsee
This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements.
2009-03-09Fix: The debug lines of Physics Debug Visualization were drawn incorrectly ↵Erwin Coumans
when using overlay scenes (it was using the wrong camera)
2008-10-10Fix bug in rigid body constraint buttons drawing, and while we are at it, ↵Erwin Coumans
add 'Collision' button to disable collisions between bodies, linked between constraint.
2008-08-27BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, ↵Benoit Bolsee
return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
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.
2008-04-17Patch 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!
2008-03-01Radar/Near sensor performance problem fixedBenoit Bolsee
2006-12-16contribution from RCRuiz:Erwin Coumans
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-12-02- added support for generic 6DOF constraintErwin Coumans
- only 6DOF constraint shows buttons for limits - added python support for rigidbody constraint (untested, but required for COLLADA Physics support)
2006-08-28upgraded Bullet rigidbody physics to latest version 1.9Erwin Coumans
2006-07-03debug lines / register the applied impulse for constraint (for breaking)Erwin Coumans
2006-05-23-added basic support for GameActuator 'load game', relative paths were ↵Erwin Coumans
broken, just load file into memory and load blend from memory. -near sensor support - python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
2006-01-30prepared physics/game engine infrastructure for vehicle support.Erwin Coumans
fixed a python related bug with physics contraints fixed some line-ending problem with blenderbuttons.c makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
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,
2005-11-28applied the 64-bit pointer patch submitted by Ken HughesErwin Coumans
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
2005-08-03moved some hardcoded constants into tweaking tresholdsErwin Coumans
exposed those tresholds to python (more 'expert' settings)
2005-07-29added physics-debuggingErwin Coumans
didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
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.
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
2002-11-25Did 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
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont