Age | Commit message (Collapse) | Author |
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char* - makes using these methods much nicer.
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GPUs can do more now.
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Should fix crashes reported by Calli
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Remove warning printf.
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New Python Hooks for cameras.
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Protect KX_GameObject - Py_Header unprotects!
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- tests every object against the view frustum.
- Tree based culling is there, need to build tree.
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Generate bounding boxes for frustum culling
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Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.
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leaked!
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http://projects.blender.org/tracker/?func=detail&aid=1243&group_id=9&atid=125
Use external velocity (velocity set by the game engine - not the physics engine) for Motion Actuators.
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Fix sharing verticies - must test pos, normal, uv & colour before sharing (not just index)
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different runs of the game engine.
http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125
The material buckets were being sorted by pointer (ie their location in memory.)
Also fixed find shared verticies.
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This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
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- support 2.3 python
- use -O2 for all
- fixed reference to SOLID.h
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- add solid include path to unix common makefile ... this is not FreeBSD
specific, so I'm a bit confused as this wasn't corrected before.
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dynamic.
Check for Actor && Dynamic to enable dynamic.
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1. Do the ray cast properly (from the near plane to the far clip plane)
2. Loop over invisible objects (sensors)
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Polyheder dynamic objects are now converted properly.
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If your simulation becomes unstable, crank up the 'Form' control.
Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
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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.
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and then goes into an endless loop trying to ignore it.
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problems for blenderplayer.
Added a python function for MT_Vector4s
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Message using a python function of the MessageSensor.
Thats a nice thing if you want complex message handling in one python
script. Just get all messages, check the subject and do what you
want. In the current situation you end up with several MessageSensors
connected to the python script, instead of one Sensor and a smart
script.
Some developer (cant remember who) did implement that function, but
however not the way I wanted (maybe I was not clear enough) ;-) So the
getSubject() function will return whats entered in the "Subject:"
filter field of the MessageSensor. Quite useless IMHO.
So I added a new function getSubjects() which is similar to
getBodies(), in fact I stole the code from there ;-)
I left the getSubject() alone, because of backward compatibility
(never saw someone using that function, but...)
The future:
In conjunction with a wildcard subject: filter field the getSubjects()
function will be even more usefull.
i.e. Player* will filter for PlayerScore, PlayerKill etc.
-- Carsten Wartmann
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Fixed drot actuator. The rotation matrix was being mutilated by passing a float[9] instead of float[12].
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GPC_common are now being built. These will be built by setting BUILD_BLENDER_PLAYER to true in config.opts. BUILD_GAMEENGINE must be set to true, too.
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Updated Scons & Makefile
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iterations.
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* Fix bug in version query.
* First commit!
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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.
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or whatever):
NAN_NO_KETSJI: when set to true, disables compilation of the game engine.
NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is
build (i.e., no plugin, etc).
Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC.
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(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
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convention.
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* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
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(extra commas in enum declarations.)
Kent
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* Game engine can now be build on Linux. By default this feature is disabled.
The reason is that you need to have a precompiled version of the ode library
for your gcc version.
To enable ode support you need to do the following:
- compile ode.
- set BUILD_GAMEENGINE = 'true' in the config.opts file.
- set USE_PHYSICS='ode' in the config.opts file.
- set the ODE_INCLUDE and ODE_LIBPATH to valid locations.
* Linking order has changed for the game engine
There are cyclic dependencies between libraries. On linux we have to do some
duplicate linking. I looked at the order of linking in source/Makefile, and
did some clean up.
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NOTE: ODE support needs still to be reviewed, so disable gameengine for now.
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