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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!
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent
2007-12-05This is a modified version of this patch:Kent Mein
[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
2007-09-29GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.Mal Duffin
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully. It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ). I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed. It's great to have another GE coder on the team!
2007-01-21Klockwork (http://www.klocwork.com) report; game engine fixes, related to ↵Charlie Carley
'Use Blender Materials' /source/gameengine/Ketsji/BL_Material.cpp;16;18;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;293;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;314;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;341;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;1264;40;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;1194;40;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;916;30;Critical;1; /source/gameengine/Ketsji/KX_BlenderMaterial.cpp;257;24;Critical;1; /source/gameengine/Ketsji/KX_BlenderMaterial.cpp;262;24;Critical;1; /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp;195;24;Error;3; /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp;1209;16;Critical;1;
2007-01-13Add a break, to get the bumpmap demo running again!Charlie Carley
2007-01-07patch by Charlie, related to recent changes of multi-uv/lightmap generation. ↵Erwin Coumans
This fix makes it possible to use lightmaps in the game engine.
2006-11-25Patch by Vladimír Marek (neuron), part of bugfix #5298Ton Roosendaal
Solaris CC compiler choked on wrong .h prototypes for functions using 'const' arguments.
2006-04-11applied Charlies patch, reverted some GLSL shader stuff, improved ↵Erwin Coumans
penetration depth estimate.
2006-04-03applied Charlies patch for game engine graphics. display list support, and ↵Erwin Coumans
bumpmapping shader improvements.
2006-03-24a bunch of small warnings fixes:Kent Mein
newline missing at end of file fixes: TypedConstraint.h WheelInfo.h RaycastVehicle.h VehicleRaycaster.h CcdPhysicsEnvironment.cpp radiance_hdr.c fixed the following warning by changing type of local variable: radiance_hdr.c:357: warning: pointer targets in passing argument 3 of ‘fwritecol rs’ differ in signedness edgeRender.c,edgeRender.h same thing changed type of local vars to get rid of warnings about signedness RAS_OpenGLRasterizer.cpp removed unused variable unit line 1295 Kent
2006-02-13Improved OpenGL Shader Language support for game engine. The python ↵Erwin Coumans
interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip patch by Charlie Carley (snailrose @ elysiun.com)
2006-01-17after much suffering, got GE build and work almost cleanly on Os XJean-Luc Peurière
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
2006-01-11attempt to avoid nameclashes (although it is already in a namespace) -> ↵Erwin Coumans
extension names renamed from glXXX to blXXX.
2006-01-10applied patch from snailrose, related to multi-platform OpenGL extensions.Erwin Coumans
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
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
2005-07-27- added debug line drawing in gameengine (handy for debugging physics problems)Erwin Coumans
- added #ifdef for a visual studio 8 crashing problems - added scaling and tolerances to triangle meshes
2005-01-16Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.Kester Maddock
Make game engine materials use Zoffs in Materials. Added Python material hooks.
2004-10-25Tweek the stereo settings: allow negative eye separation.Kester Maddock
2004-10-24Port stereo stuff from tuhopuu2: anaglyph, vinterlaceKester 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).
2004-08-10Fix blenderplayer command line option parsing.Kester Maddock
Fix stereo rendering in vertex array mode. Added sidebyside & anaglyph stereo modes.
2004-07-17Port a few rasterizer changes from tuhopuu2:Kester Maddock
Up the max batch size. Clean up some of the code - move code in headers to source files etc.
2004-06-30Switch to using floats instead of shorts for normal data - they're supposed ↵Kester Maddock
to be faster. Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
2004-06-23Fix for reflection mapping unlit faces: normals were not being sent, hence ↵Kester Maddock
reflection maps weren't being rendered properly (bf-bug #1385) Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-07Lighting updates:Kester Maddock
Added specular after texture. Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-04Miscellaneous Fixes:Kester Maddock
Add Python Mapping method to CListValue Fix Bernoulli bool distribution python method for random actuator Fix Python IpoActuator methods setProperty and force acts local Make data objects private Better sort method for polygon materials - much easier to understand
2004-05-16Use const for SetProjectionMatrixKester Maddock
Remove warning printf.
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.
2004-03-23[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.
2003-01-07added a buch ofStefan Gartner
#ifdef __APPLE__ #include <OpenGL/gl.h> #else #include <GL/gl.h> #endif (also for <GL/glu.h>) so that people don't have to create symlinks in /System/Library/Frameworks/OpenGL.framework on Mac OS X (Charles Wardlaw)
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
2002-10-12Initial revisionv2.25Hans Lambermont