Basically removed #include <iostream.h>
from some files that didn't need it (and I'm assuming it caused problems)
I'll leave the scons stuff for someone else to look at since I don't really
use it.
Kent
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost
- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).
- The screen saving functionality does not affect the executable when
it is NOT named .scr
- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html
- It has been currently been tested to work Windows XP
Changed:
row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];
Thanks emil....
Kent
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).
Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates
Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
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.
[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.
(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.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
Florian Eggenburger).
Full instructions are in doc/README.windows-gcc.
Main differences from Florian's patch:
- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).
- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).
- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
#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)
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu