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2006-01-28Orange: replaced obsolete IMB_rectop() with IMB_rectcpy() in game engine.Ton Roosendaal
2006-01-18assert caused compile problems too :(Erwin Coumans
2006-01-18fixed an ordering issue caused by previous commitErwin Coumans
2006-01-18attempt to fix reported problems with glsl shader on OS X (and other ↵Erwin Coumans
platforms). instead of continuous printing errors, it should just print once, and delete the shaders. also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
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.
2006-01-16fixed a runtime problem with stl container usage, as reported on ↵Erwin Coumans
bf-committers mailing list
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,
2006-01-12renamed some variables to make the timing in the game engine less ↵Erwin Coumans
confusing+minor improvements in this area. enabled game engine for scons
2006-01-12overlooked IMB_imbuf.h was already included inside an extern "C" section.Erwin Coumans
2006-01-12uncommented include "IMB_imbuf.h", it is needed?Erwin Coumans
2006-01-11At least FreeBSD needs to know where to find gl.hHans Lambermont
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
2006-01-09Another small gameengine build tweak. Included a missing header directory.Kent Mein
I also provided a fix for tiff images. (It was appending tif even if it was already in the name, now it does it correctly) (no more image.tif.tif) Kent
2006-01-08more linux game engine work. hopefully works now!Erwin Coumans
2006-01-08Got the armatures, GLSL shaders and other snailrose changes to work for Linux.Erwin Coumans
now attempting to get this in cvs :)
2006-01-07removed testing codeErwin Coumans
2006-01-07more work to get armatures/blender materials to work under non-windows platformsErwin Coumans
2006-01-06use relative paths to avoid including extra folderErwin Coumans
2006-01-06changed the size of some local vars for 64bit linux.Kent Mein
also added a newline at the end of the file to shut gcc up. Kent
2006-01-06fixed copy/paste bug in physicscontroller applyforce, and crashing radar sensorErwin Coumans
2006-01-06removed extra charactersErwin Coumans
2006-01-06disable game engine and gameplayer for all platforms except windows.Erwin Coumans
Then after cvs is unfrozen, development can continue.
2006-01-06Added current directory to includes so it could find some headers.Kent Mein
(I still do not have the whole thing working but I'm stumped now and figured this will save someone a little time) Kent
2006-01-06Headerfile had wrong Capatalization.Kent Mein
Kent
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
2006-01-06Lots of stupid warning fixes:Kent Mein
Added newlines at end of a bunch of files that didn't have them. removed a couple of unused variables and an extra ';' (Also removed config.h crap from these files) Kent
2006-01-01Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino ↵Erwin Coumans
simulation to work. See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
2006-01-01more game engine bug-fixes, hooked up 'formfactor' as inertia tensor ↵Erwin Coumans
tweaker, friction/restitution, more scaling related fixes.
2005-12-31Fixed several bugs: python refcounting related and Bullet related (basic ↵Erwin Coumans
add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp', 'Bullet/CollisionShapes/ConvexTriangleCallback.cpp', 'Bullet/CollisionShapes/EmptyShape.cpp', 'Bullet/CollisionShapes/OptimizedBvh.cpp', 'Bullet/CollisionShapes/TriangleCallback.cpp', 'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp', 'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'. Sorry, no armatures fix yet.
2005-12-20Forgot to add 'ForgetReference' for game-python objects.Erwin Coumans
2005-12-18applying Volker Mische engine patchJean-Luc Peurière
correct bug #3594
2005-11-29Cleanup & preparation commit for getting Armatures/Poses/Actions workingTon Roosendaal
in the game engine again. All files in source/gameengine/ I've committed below have a comment like /* XXX note .... */ where something needs to be done. This is pretty straightforward for Erwin, who has been notified in person too about this. :)
2005-11-28applied the 64-bit pointer patch submitted by Ken HughesErwin Coumans
2005-11-11fixed raysensor, hooked up a few more bullet method: force, torque etc, + ↵Erwin Coumans
'local'. cosmetic change in physics-engine menu.
2005-11-06minor cleanup. Todo: Does 'testhandles' need to be called after every single ↵Erwin Coumans
ipo_insert_vert ?
2005-10-30when recording physics keyframes, always run at a fixed framerate (not ↵Erwin Coumans
variable/real-time)
2005-10-23updated SConstruct and Makefile so that if you compile the gameengine, is ↵Erwin Coumans
always enables bullet, independent of sumo/ode. So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds!
2005-10-10Ack! Recently the get_ipocurve was added in the game engine, for bakingTon Roosendaal
physics. This creates very bad dependencies... tsk! comments indicate it though; //quick hack //todo, before 2.38/2.40 release, Erwin Hrms... :)
2005-09-15Getting blender to compile for IRIX, in particular:Chris Want
IK: needed to change abs() to TNT::abs() (thanks brecht!) Freetype: FT_ENCODING_UNICODE typecast to FT_CharMap (thanks intrr!) header_image: missing include for liballoc stuff Ketsji: needed to declare m_hitObject as public in KX_MouseFocusSensor.h. This is probably the wrong thing to do, but KX_MouseFocusSensor.cpp compilation fails on line 279 otherwise.
2005-08-23don't need Object.hErwin Coumans
2005-08-23new game-menu option 'Record Game Physics to Ipo'Erwin Coumans
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
2005-08-22more preparation for physics recording to ipo keyframesErwin Coumans
2005-08-22- prepared for automatic game physics -> animation (ipo) conversion (this ↵Erwin Coumans
allows to use bullet for animation) - default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ? - added an extra condition, nearsensor is not yet working for bullet, but it crashed.
2005-08-21Temporal; make compiling happy. :)Ton Roosendaal
2005-08-18spack() is no longer used in the blender core, so I moved it toChris Want
this gameengine source file that depends on it.
2005-08-18Support for 'Bullet' in the Makefiles. Enable with:Chris Want
export NAN_USE_BULLET=true in environment, or in user-def.mk
2005-08-18The name of an included header had the capitalization wrong, causingChris Want
problems on unix.
2005-08-17some more fixes in the raycast/mouse overErwin Coumans
2005-08-17added the "mouse over any", makes the sensor more usefulErwin Coumans