3792ae1560
bugfixes for generic (experimental) Bullet rigidbody constraint: use cone-twist instead (needs a few more minor fixes)
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Note: Visual Studio projectfiles and other buildsystems need to add extern/bullet2/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp to the project!
2007-07-16 05:56:51 +00:00
fb622c7c3c
//someone reversed axle direction conventions inside Bullet (axle winding), so need to compensate to keep game blender vehicles working the same.
2007-07-06 04:45:57 +00:00
470dda4a21
This is a fix for game engine bug #6667
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http://projects.blender.org/tracker/index.php?func=detail&aid=6667&group_id=9&atid=306
I moved some of the X11 initation code down a little bit so that
if you run gameplayer with no args or gameplayer -h
it will not crash even if you do not have X11 present.
(All it does is print usage)
Kent
2007-06-27 15:08:31 +00:00
22ef0daefd
This is patch #6825 (The patch missed a couple of them but
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this should get it all.
recurse was spelled resurse in a couple of places.
Kent
2007-06-25 20:15:36 +00:00
ca26aeb7b2
upgrade to latest Bullet 2.53. cross the fingers it doesn't break one of the exotic or less exotic platforms
2007-06-23 05:28:07 +00:00
14ad8c9941
preparation to upgrade to Bullet 2.53
2007-06-23 05:02:31 +00:00
5c8d1352ea
bugfix: adding static objects will 'replace' previously added static object in game engine. need to use new motion state.
2007-06-23 04:49:17 +00:00
a9640819ff
Applied patch [ #5795 ] Parent to bone - Supplied by Monster.
2007-05-31 20:40:59 +00:00
92f1d59b44
Test commit...
2007-05-29 07:46:07 +00:00
fbbc038cb6
Fix provided by Mal:
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- 3D Window, textured drawmode shows lighted again for non-textured faces
- Engine: faces show lighted again when 3d windows was Solid draw mode
Example:
http://www.candointeractive.com/blender/BlenderViewport.jpg
2007-05-20 15:55:49 +00:00
c0dcbacd4b
post release update of the scons build system for os x powerpc
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assume os x 10.4 as defaut
2007-05-19 22:57:28 +00:00
d814e2b9c6
two minor changes, hopefully before release:
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- reset randseed, which should make simulations more predictable
- re-activate substeps (for more accurate simulations)
2007-05-07 17:10:44 +00:00
99135b0674
dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.
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using mface->flag for both.
Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-29 13:39:46 +00:00
Nathan Letwory
7afd05d2ea
* spelling commit by ideasman did accidental rename of one var, but not properly :)
2007-04-04 14:25:10 +00:00
afdd54fa37
moved source and text to american spelling
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
3ac0c09d15
This commit does a couple of things to the Makefiles.
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The first is it adds libIlmThread.a to the OpenEXR libs.
The second thing it does, is make it possible to define what TARGETS
you want to build inside of your user-def.mk file. This simplifies
source/Makefile quite a bit. I made each platform have the same
defaults (build dynamic blender, gameengine and gameplayer) I think
most platforms should be building this combo anyway and if you need to
change it its trivial so no need to have different defaults for each platform.
The new defines are as follows with their default settings in:
source/nan_definitions.mk
export WITH_BF_DYNAMICOPENGL ?= true
export WITH_BF_STATICOPENGL ?= false
export WITH_BF_GAMEENGINE ?= true
export WITH_BF_GAMEPLAYER ?= true
export WITH_BF_WEBPLUGIN ?= false
Let me know if you have any problems with it.
Kent
2007-03-27 15:42:27 +00:00
7fd8ba99bb
Applied patch #5247 by scabootssca. This adds an instant replace mesh feature.
2007-03-26 03:35:01 +00:00
9deb69dbca
Applied patch #6102 submitted by Mal
2007-03-23 02:20:12 +00:00
f56fca448a
Added a guard to prevent more than one texture to be generated per image.
2007-03-08 03:00:33 +00:00
6c17f1187e
Patch provided by Carsten,
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KX_RaySensor::Evaluate returns false when hit was detected and it was
already marked as hit. (no change in state)
Kent
2007-02-19 21:46:57 +00:00
Hans Lambermont
55cde4276b
Finally commit a workaround for the Python>2.3 and FreeBSD>5.0 problem.
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See http://projects.blender.org/pipermail/bf-committers/2005-April/010506.html
and projects.blender.org/pipermail/bf-committers/2006-December/017035.html
A workaround was proposed by Kester Maddock
http://projects.blender.org/pipermail/bf-committers/2005-April/010510.html
and recently again, independently by Andreas Kasparz (no URL, private email)
See also http://svn.python.org/projects/python/tags/r24c1/Include/pyport.h ,
starting line 430 : "On 4.4BSD-descendants, ctype functions serves the
whole range of wchar_t character set rather than single byte code points
only. This characteristic can break some operations of string object..."
2007-02-18 21:03:23 +00:00
abc2a4ca44
Left out the case where MTFace can be null.
2007-02-05 08:07:55 +00:00
2afea953e3
Bug fix for TF_BMFONT faces. Colors on the material were backwards when rendered.
2007-02-05 05:48:09 +00:00
3947f9b885
1). Fix for cube maps in the player.
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ImBuf pointer was being overridden causing the ibuf->rect to be zero.
2). Added vertex attributes for tangents in in vertex arrays.
This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little
weary about enabling them right now.
2007-02-01 02:10:38 +00:00
56a4f529fd
Two errors caused by previous commit;
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One related to extension handling on Linux, the other is a fix for compiling with Irix and STL
2007-01-23 13:25:20 +00:00
557360224f
Klockwork ( http://www.klocwork.com ) report; game engine fixes, related to 'Use Blender Materials'
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/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;
2007-01-21 04:45:44 +00:00
3917b1af5f
bugfix for an incompatibility with ipo actuator in play mode, thanks Malachy for the fix.
2007-01-21 00:56:10 +00:00
00e956477e
fix crash in constraint conversion, fix reference frame transformations for generic 6dof constraint
2007-01-19 03:14:51 +00:00
cc041b114b
Add a break, to get the bumpmap demo running again!
2007-01-13 09:00:17 +00:00
c4202fbd43
First commit! Small bug fix for cube map crashing in the player.
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Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
2007-01-13 08:30:08 +00:00
983fc9ab89
Bugfix from Malachy, for some IPO logic brick changes.
2007-01-10 01:16:49 +00:00
4a1a766a16
= game engine fixes=
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two fixes to the GE by Charlie
2007-01-08 04:22:23 +00:00
f4ee0f4b4c
fixes in rigidbody constraints rigidbody -> IPO baking:
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copy system with rigidbody constraint will link new constraints to new objects (instead of old)
fps from blender will be used when baking (left shift/ctrl/alt + P)
2007-01-07 04:54:29 +00:00
4a70681ce2
patch by Charlie, related to recent changes of multi-uv/lightmap generation. This fix makes it possible to use lightmaps in the game engine.
2007-01-07 04:39:39 +00:00
cf4d627897
2 bugfixes by Malachy, related to message sensor / ipo actuator firing wrongly
2007-01-07 04:35:33 +00:00
ea71aeb254
fix, static objects were not dynamically added at the right position.
2007-01-05 02:31:34 +00:00
76b6a6611c
normalize hitnormal
2006-12-26 23:03:36 +00:00
14d60ca000
-fixes in player: draw physics debugging, only render frames when actually updated, fix with hierarchies not properly build (causing crashes)
2006-12-26 22:02:31 +00:00
5aabafeb99
prevent crashes: some python scripts keep 'global variable' access to destroyed game objects.
2006-12-25 04:11:39 +00:00
e820cdf6a0
fixing some issues: force needs to wake up objects, property sensor issue, island activation issue
2006-12-25 02:02:13 +00:00
18e81ecafa
Bugfix: UV texture layer without vertex color layer did not display correct
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in the game engine.
2006-12-22 08:23:25 +00:00
496410a255
GamePlayer: now uses new Image API calls too, so it compiles.
2006-12-20 19:29:37 +00:00
5ffa4dd55a
Warning fixes for previous Image commit, also fixed verse_image.c
2006-12-20 18:29:23 +00:00
1852d1a410
Enable 'show physics visualization' in the Game Menu. Should help to locate problems with collision detection/physics (also useful when baking, and/or using the new rigidbody constraints).
2006-12-20 06:43:43 +00:00
0e6518731f
Use degrees instead of radians for rigidbody constraint axis (euler angles). Radians can't specifiy 90-degree angles precisely, the input is only 3 decimals accurate...
2006-12-18 07:51:12 +00:00
d8aaf73038
prevent crash in case no polygons have collisions assigned
2006-12-17 05:54:45 +00:00
92379ec21f
contribution from RCRuiz:
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drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-12-16 05:50:38 +00:00
87e67afd9b
some fixes in a recent contribution, added return values and check for valid pointer, to avoid crashes.
2006-12-12 13:24:45 +00:00
f22ee3f86f
added some 'angularFactor' for character control (to avoid rotation)
2006-12-04 04:31:34 +00:00
2ec5d00da9
fixed some motionstate synchronization issues
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nearsensor was not synchronized at the start
wheels not synchronized properly (one frame delay)
2006-12-04 04:13:42 +00:00