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2008-08-29svn merge -r 16287:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender still getting errors compiling blenderplayer
2008-08-28Apricot Branch:Brecht Van Lommel
svn merge -r 16266:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-27svn merge -r 16246:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-08-22Apricot Branch: svn merge -r 16194:HEAD ↵Brecht Van Lommel
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-13Apricot BranchBrecht Van Lommel
============== Various cleanups and optimizations in the game engine: * Remove some duplication in the RAS_RenderTools, and sync the blender and game player versions. Also avoid some opengl state changes. * Don't make separate materials for triangles and quads, this distinction was moved to the mesh level. Also don't take some other irrelevant tface settings into account to avoid making more materials. * Refactoring of mesh storage, should fix wrong normals on meshes that are reused. It also allows for joining together nearby meshes for speed, though that's disabled still because it doesn't work together correct yet with ome features. * Added a distinction for game objects to be either culled or set invisible, previously there was only one flag, which couldn't work correct. * For parenting to bones, where_is_pose was executed multiple times per frame, now should be once per armature. * Fix uninitialized intertia value in the physics system. * Various warning fixes. * Removed some conditionals in GLSL and other minor optimizations in the code. Also cache opengl uniform locations, and fix an invalid memory read. * Avoid doing some math for GLSL lamps if it is not required.
2008-08-08svn merge -r15983:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-08-06svn merge -r15968:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-08-03apricot branch: svn merge -r15868:HEAD ↵Brecht Van Lommel
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-21svn merge -r15657:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blendeCampbell Barton
2008-07-20svn merge -r15643:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-19svn merge -r15622:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-05-01Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during ↵Benoit Bolsee
the game.
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
2008-04-24Better fix for BGE bug #7892: dRot is reversed on dynamic objects. Make ↵Benoit Bolsee
sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
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!
2008-04-16BGE: Fix restitution: object will now bounce according to material ↵Benoit Bolsee
restitution setting
2008-04-11fix BGE bug #8813: new rayCastTo() function hits near sensor collision boxBenoit Bolsee
2008-03-11BGE crash when using angV & linV actuator on static objectsBenoit Bolsee
The error was causing by the KINEMATIC flag not set automatically when the linear or angular velocity was set on static objects. Note that these actuators still won't work on static objects: the crash is fixed but not the actuator; linV and angV only work on dynamic objects. Fixing the linV and angV actuators on static object requires a bit more reflexion. For the time being, use dRot and dLoc on static objects. Cleaned the code a bit: added systematic check on the physic controller presence before taking action.
2008-03-02* to be able to properly compile this, the friend needs 'class' too: friend ↵Nathan Letwory
class CcdOverlapFilterCallBack
2008-03-01Radar/Near sensor performance problem fixedBenoit Bolsee
2007-08-28This commit fixes up a bunch of svn properties to hopefully make things a ↵Kent Mein
little nicer for everyone. Patch provied by gsrb3d bug tracker #7061 Kent
2007-07-16bugfixes for generic (experimental) Bullet rigidbody constraint: use ↵Erwin Coumans
cone-twist instead (needs a few more minor fixes) Note: Visual Studio projectfiles and other buildsystems need to add extern/bullet2/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp to the project!
2007-06-23bugfix: adding static objects will 'replace' previously added static object ↵Erwin Coumans
in game engine. need to use new motion state.
2007-05-07two minor changes, hopefully before release:Erwin Coumans
- reset randseed, which should make simulations more predictable - re-activate substeps (for more accurate simulations)
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-01-19fix crash in constraint conversion, fix reference frame transformations for ↵Erwin Coumans
generic 6dof constraint
2007-01-05fix, static objects were not dynamically added at the right position.Erwin Coumans
2006-12-27normalize hitnormalErwin Coumans
2006-12-27-fixes in player: draw physics debugging, only render frames when actually ↵Erwin Coumans
updated, fix with hierarchies not properly build (causing crashes)
2006-12-25fixing some issues: force needs to wake up objects, property sensor issue, ↵Erwin Coumans
island activation issue
2006-12-16contribution from RCRuiz:Erwin Coumans
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-12-04fixed some motionstate synchronization issuesErwin Coumans
nearsensor was not synchronized at the start wheels not synchronized properly (one frame delay)
2006-12-03different Bullet/graphics synchronizationErwin Coumans
2006-12-03gameengine: reverted some timing experimentErwin Coumans
2006-12-03- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting ↵Erwin Coumans
out the #define WAIT_FOR_VSYNC 1 - GEdon't crash when attempting to add constraint on game objects without physics controller - GEimproved some physics -> graphics synchronization issues - small experiment with game engine timing to smooth framerate/reduce tearing
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)
2006-12-01- enabled compound collision objects, requires 'clear parent inverse'Erwin Coumans
- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-11-29fix some loose ends in Bullet 2.x upgradeErwin Coumans
2006-11-29updated to latest Bullet PhysicsErwin Coumans
2006-11-23make compiler happyErwin Coumans
2006-11-23pass right friction/restitution/damping values to btRigidBodyErwin Coumans
2006-11-22Makefile support for bullet2 ... please testChris Want
2006-11-21more Bullet 2.x upgrading. fair amount of functionality is now restored, not ↵Erwin Coumans
all yet.
2006-11-21updated CMake files for game engine for Bullet 2.x upgradeErwin Coumans
2006-11-21Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.xErwin Coumans
All platforms/build systems: either upgrade to use extern/bullet2, or disable the game engine until the build is fixed.
2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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
2006-06-23bug: normalized raycastErwin Coumans
2006-06-22workaround for a irregularity/bug in physics system (happens very seldom, ↵Erwin Coumans
just 1 report so far, linear velocity/AABB becomes NaN)