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
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
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. :)
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!
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.
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?)
- 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.
I removed config.h code from the files that had them.
effect.c had nested /* so cleaned that up...
added a newline to vector.c to shut gcc up ;)
buttons_editing.c had a possible unintalized var (height) so I gave
it a default value.
removed an unused var i in interface_draw.c
removed an unused var mti in outliner.c
in BL_SkinDeformer.cpp
commented out a call to bDeformGroup->data which no longer exists so it
compiles again.
Kent
added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
using bandoler's patch as a basis (thanks!).
A couple of notes:
- This is for windows only, I did not have a chance to try linux yet.
- SConscript for PHY_Bullet may need tweaking (plus support
for other platforms), but at least it's in there :)
Any problems, shout :)
>e.g. my msvc6 and gcc in linux. right?
>BM
thanks bjornmose, is was a typo
(it only disabled bullet for Visual Studio 2006, which is not even in planning stage :)
Should be fixed now