Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2010-08-11Update address in license block.Guillermo S. Romero
2010-08-03remove commented scons lines from cmake files, fixed use of pointer poll ↵Campbell Barton
function for ID drobdowns (currently unused)
2010-07-17spelling correction: alredy --> alreadyCampbell Barton
2010-06-06- WITH_CXX_GUARDEDALLOC working againCampbell Barton
- CMake building without python or fluidsim working again (broke in recent commit) - remove BLI_short_filename(), it wasnt used anywhere.
2010-05-30reverting previous commit from Mitchell. His commit went to the trunk ↵Dalai Felinto
instead of the branch :) svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-30Reversing the last merge because I botched it.Mitchell Stokes
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-02-12correct fsf addressCampbell Barton
2010-02-04BGE: Optimize Soft body conversion: don't create BVH structure.Benoit Bolsee
A btBvhTriangleMeshShape object is created when converting a mesh to physics, also in case of Soft body although the soft body will not use it (it only uses the mesh interface). This patch keeps this system for compatibility with the KX converter but avoids the creation of the BVH structure, which consumes a lots of CPU. This should speed up significantly the conversion of large mesh to softbody. A secondary optimization is that the sharing of shapeInfo is extended to rigid body using gImpact. Before it was only active between static body and soft body.
2010-01-29same fix from 2.4x r26392.Campbell Barton
2009-12-22BGE: update for new soft body helpers API.Benoit Bolsee
2009-12-14Fix #20367: game engine crash, origindex layer is now optional.Brecht Van Lommel
2009-12-04BGE: Add option to return UV coordinates aofthe hit point to ↵Benoit Bolsee
KX_GameObject::rayCast(). Details in PyDoc.
2009-11-28BGE: ray casting works on soft body, the hit polygon is also returned. The ↵Benoit Bolsee
modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
2009-11-25BGE: replace mesh works for Soft Body (including reinstantiation of physics ↵Benoit Bolsee
soft body mesh). Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
2009-11-16BGE: dynamic loading patch commited. API and demo files available here: ↵Benoit Bolsee
https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-29remove ray sensors own logic manager (now stored in parent class) + other ↵Campbell Barton
minor changes.
2009-09-06white space commit. (2 spaces -> tab).Campbell Barton
Was annoying to use a different editor for cmake only. theeth says this should be ok with gsoc and merges from branches.
2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-04== SCons ==Nathan Letwory
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2009-09-02== SCons ==Nathan Letwory
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-09-01svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22875:22935Campbell Barton
Note, missing r22897, schlaile source/blender/src/hddaudio.c
2009-08-31BGE bug #19020: The GE Torque actuator x -& y-axis do not work in 2.49a (winxp)Benoit Bolsee
2009-08-26- Mathutils.Vector assignment wasnt working in the BGE's py api, was using ↵Campbell Barton
getValue() rather than setValue() - added GPL header to bpy_interface.c from 2.4x's BPY_interface.c - warning fixes
2009-08-19- fix for BGE warningsCampbell Barton
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
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.
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-08-04remove makefile cruft, mostly BGE related references to SUMO, Fuzzics, ↵Campbell Barton
Blenkey etc. also remove define MOZ_NOT_NET that was being used all over for telling the plugin to link against mozilla (not netscape)
2009-07-26svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21899:21908Campbell Barton
2009-07-26BGE PhysicsCampbell Barton
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums. from what I can tell Sumo supported this but bullet never did. Currently only accessible via python at the moment. - rigid body, dynamic, static types work. - instanced physics meshes are modified too. - compound shapes are not supported. Physics mesh can be re-instanced from... * shape keys & armature deformations * subsurf (any other modifiers too) * RAS_TexVert's (can be modified from python) Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here. video and blend file demo. http://www.graphicall.org/ftp/ideasman42/reinstance.ogv http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
2009-07-16SConsNathan Letwory
* ensure all SConscripts are ready for win64-vc (where necessary). * ensure we have proper _DEBUG flag for Python when we're doing a debug build. * some cleaning up of linking etc. * ensure /EHsc is there for game engine modules.
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.
2009-06-17BGE #18823: Loading older blend files (from the blender Gamekit 1.0 demos) ↵Benoit Bolsee
that use Sumo crash on playback in 2.48.5, worked in rc3. Fixed by upgrading Sumo to support the new method of sensor synchronization introduced with Sensor objects in Bullet. Sumo demo will not crash but may still not run well as other features and methods have not been ported.
2009-06-16svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928Campbell Barton
Sequencer changes from source/blender/src coming next
2009-06-14changing the scale of a sleeping object wasnt working with bullet.Campbell Barton
Example is a cube that lands on a plane, sleeps after some time, a script changes the scale. It would still use the scale when the object first went to sleep. reported on blenderartist. http://blenderartists.org/forum/showthread.php?t=158617
2009-06-13merged from trunk 20741:20848 Campbell Barton
* Missing changes to release/windows/installer * Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5 * brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-11Bugfix for [#18911] Applied torque breaks rigid bodies in game engineErwin Coumans
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.
2009-06-06#18872 bugfix for torque on dynamic objectsErwin Coumans
#18893, fix to getParam for generic 6dof constraints
2009-05-28BGE: no sleeping and lock axis physics options were not propagated to replicas.Benoit Bolsee
2009-05-27BGE: fix a bug with kinematic object not giving the correct friction to ↵Benoit Bolsee
dynamic object when they have a translation and rotation movement at the same time (translation is ignored). Performance: avoid unnecessary synchronization for static object.
2009-05-25- BGE Py API, any py function/attribute that took a KX_GameObject would not ↵Campbell Barton
accept a KX_Light or KX_Camera (bad oversight on my part) - Typo in occlusion variable init "m_buffer == NULL;" -> "m_buffer = NULL;" CcdPhysicsEnvironment.cpp and CcdPhysicsController.cpp had too many warnings, fixed most of them.
2009-05-24+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell ↵Erwin Coumans
Barton/ideasman for confirming it is ok to rename it) + fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too) + added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
2009-05-24PhysicsConstraints.createConstraint:Erwin Coumans
allow to dynamically create rigid body constraints while disable collision detection between connected bodies, pass as 10th argument the flag 128 PhysiPython KX_ConstraintWrapper, setParam export setParam(paramIndex,paramValue0,paramValue1) for Physics constraints paramIndex 0,1,2 are linear limits, 3,4,5 are angular limits, 6,7,8 are linear motors, 9,10,11 are angular motors For example: disableConnectedBodies=128 cons = PhysicsConstraints.createConstraint(oid,rid,generic6dof,pivotInAx,pivotInAy,pivotInAz,angleX,angleY,angleZ,disableConnectedBodies) #params 0,1,2 are linear limits, low,high value. if low > high then disable limit cons.setParam(0,0,0) I will provide an example .blend for Blender 2.49
2009-05-24Set default constraint solver mode more compatible to Blender 2.48 settings, ↵Erwin Coumans
this fixes rigid body stacking in this blend file: http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102 (todo: expose this setting in World setting GUI) Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT. Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering). Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-19BGE soft body: give access to the soft body collision margin in the Advanced ↵Benoit Bolsee
panel. By default the collision margin is set to 0.25, which causes the soft body to somewhat float above the ground. You can decrease this value to get more realistic collision. Note that the algorithm may become unstable with lower margin.
2009-05-17BGE: new sensor object to generalize Near and Radar sensor, static-static ↵Benoit Bolsee
collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-14BGE modifier: generate correct physic shape, share static derived mesh, ↵Benoit Bolsee
share display list. This commit completes the support for modifiers in the BGE. - The physic shape is generated according to the derived mesh. This is true for all types of shapes and all types of objects except soft body. - Optimization for static derived mesh (mesh with modifiers but no armature and no shape keys). Replicas will share the derived mesh and the display list: less memory and faster rendering. With this optimization, the static derived mesh will render as fast as if the modifiers were applied. Known Limits: - Sharing of mesh and display list is only possible between in-game replicas or dupligroup. If you want to instantiate multiple objects with modifiers, use dupligroup to ensure best memory and GPU utilization. - rayCast() will interact with the derived mesh as follow: Hit position and hit normal are the real values according to the derived mesh but the KX_PolyProxy object refers to the original mesh. You should use it only to retrieve the material. - Dynamic derived mesh have very poor performance: They use direct openGL calls for rendering (no support for display list and vertex array) and they dont't share the derived mesh memory. Always apply modifiers on dynamic mesh for best performance. - Time dependent modifiers are not supported. - Modifiers are not supported for Bullet soft body.