..
KXNetwork
patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files
2008-02-15 23:12:03 +00:00
BL_Material.cpp
Klockwork ( http://www.klocwork.com ) report; game engine fixes, related to 'Use Blender Materials'
2007-01-21 04:45:44 +00:00
BL_Material.h
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
BL_Shader.cpp
This is a modified version of this patch:
2007-12-05 16:58:52 +00:00
BL_Shader.h
applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate.
2006-04-11 05:57:30 +00:00
BL_Texture.cpp
This is a modified version of this patch:
2007-12-05 16:58:52 +00:00
BL_Texture.h
First commit! Small bug fix for cube map crashing in the player.
2007-01-13 08:30:08 +00:00
CMakeLists.txt
updated CMake files for game engine for Bullet 2.x upgrade
2006-11-21 06:37:01 +00:00
KX_BlenderMaterial.cpp
This is a modified version of this patch:
2007-12-05 16:58:52 +00:00
KX_BlenderMaterial.h
Added custom vertex/edge/face data for meshes:
2006-11-20 04:28:02 +00:00
KX_BulletPhysicsController.cpp
BGE fix: game object to controller links consistancy maintained regardless of order of deletion
2008-03-09 21:51:38 +00:00
KX_BulletPhysicsController.h
Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.x
2006-11-21 00:53:40 +00:00
KX_Camera.cpp
Various mem leaks related to CValue reference count fixed
2008-03-01 19:46:50 +00:00
KX_Camera.h
patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files
2008-02-15 23:12:03 +00:00
KX_CameraActuator.cpp
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_CameraActuator.h
Python methods for camera actuators (thanks snailrose)
2004-12-29 01:33:15 +00:00
KX_CameraIpoSGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_CameraIpoSGController.h
KX_CDActuator.cpp
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_CDActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_ClientObjectInfo.h
Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test.
2004-11-06 04:58:10 +00:00
KX_ConstraintActuator.cpp
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_ConstraintActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_ConstraintWrapper.cpp
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_ConstraintWrapper.h
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_ConvertPhysicsObject.h
- enabled compound collision objects, requires 'clear parent inverse'
2006-12-01 01:04:27 +00:00
KX_ConvertPhysicsObjects.cpp
BGE memleak fixed: mesh/material not deleted when switching scene
2008-03-09 21:42:03 +00:00
KX_EmptyObject.cpp
Fixed several bugs: python refcounting related and Bullet related (basic 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',
2005-12-31 07:20:08 +00:00
KX_EmptyObject.h
Fixed several bugs: python refcounting related and Bullet related (basic 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',
2005-12-31 07:20:08 +00:00
KX_GameActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_GameActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_GameObject.cpp
New rayCastTo() python method for KX_GameObject:
2008-03-15 17:08:58 +00:00
KX_GameObject.h
New rayCastTo() python method for KX_GameObject:
2008-03-15 17:08:58 +00:00
KX_IInterpolator.h
KX_IPhysicsController.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_IPhysicsController.h
Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.x
2006-11-21 00:53:40 +00:00
KX_IPO_SGController.cpp
Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the following limitations:
2008-03-12 21:33:24 +00:00
KX_IPO_SGController.h
Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the following limitations:
2008-03-12 21:33:24 +00:00
KX_IpoActuator.cpp
patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files
2008-02-15 23:12:03 +00:00
KX_IpoActuator.h
bugfix for an incompatibility with ipo actuator in play mode, thanks Malachy for the fix.
2007-01-21 00:56:10 +00:00
KX_IPOTransform.h
KX_IScalarInterpolator.h
KX_ISceneConverter.h
BGE memleak fixed: mesh/material not deleted when switching scene
2008-03-09 21:42:03 +00:00
KX_ISystem.h
KX_KetsjiEngine.cpp
BGE memleak fixed: mesh/material not deleted when switching scene
2008-03-09 21:42:03 +00:00
KX_KetsjiEngine.h
2d-Filters feature and actuators.
2007-10-22 20:24:26 +00:00
KX_Light.cpp
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_Light.h
Added Python module for Lights.
2004-05-30 11:09:46 +00:00
KX_LightIpoSGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_LightIpoSGController.h
KX_MaterialIpoController.cpp
changed the size of some local vars for 64bit linux.
2006-01-06 15:29:11 +00:00
KX_MaterialIpoController.h
Sorry to break the cvs-closed status, so if you really need to make a new 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.
2006-01-06 03:46:54 +00:00
KX_MeshProxy.cpp
applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements.
2006-04-02 21:04:20 +00:00
KX_MeshProxy.h
applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements.
2006-04-02 21:04:20 +00:00
KX_MotionState.cpp
fixed some motionstate synchronization issues
2006-12-04 04:13:42 +00:00
KX_MotionState.h
KX_MouseFocusSensor.cpp
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_MouseFocusSensor.h
Getting blender to compile for IRIX, in particular:
2005-09-14 21:50:37 +00:00
KX_NearSensor.cpp
Radar/Near sensor performance problem fixed
2008-03-01 19:17:37 +00:00
KX_NearSensor.h
Radar/Near sensor performance problem fixed
2008-03-01 19:17:37 +00:00
KX_ObColorIpoSGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_ObColorIpoSGController.h
KX_ObjectActuator.cpp
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_ObjectActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_OdePhysicsController.cpp
enable bullet for vc7 too by default (can be switched off easily)
2005-07-30 18:21:02 +00:00
KX_OdePhysicsController.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_OrientationInterpolator.cpp
KX_OrientationInterpolator.h
KX_PhysicsEngineEnums.h
preparation for bullet physics
2005-07-16 21:47:54 +00:00
KX_PhysicsObjectWrapper.cpp
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_PhysicsObjectWrapper.h
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_PhysicsPropertiesobsolete.h
KX_PolygonMaterial.cpp
Added custom vertex/edge/face data for meshes:
2006-11-20 04:28:02 +00:00
KX_PolygonMaterial.h
Added custom vertex/edge/face data for meshes:
2006-11-20 04:28:02 +00:00
KX_PositionInterpolator.cpp
KX_PositionInterpolator.h
KX_PyConstraintBinding.cpp
debug lines / register the applied impulse for constraint (for breaking)
2006-07-03 05:58:23 +00:00
KX_PyConstraintBinding.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_PyMath.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_PyMath.h
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_PythonInit.cpp
patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files
2008-02-15 23:12:03 +00:00
KX_PythonInit.h
patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files
2008-02-15 23:12:03 +00:00
KX_RadarSensor.cpp
fixed some motionstate synchronization issues
2006-12-04 04:13:42 +00:00
KX_RadarSensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_RayCast.cpp
patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files
2008-02-15 23:12:03 +00:00
KX_RayCast.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_RayEventManager.cpp
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_RayEventManager.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_RaySensor.cpp
bugfix 8183, Ray sensor with material/property filter always triggers when hitting object without the required characteristic fixed by Benoit Blosee(ben2610), and some minor changes for 2d-filters.
2008-02-04 03:48:46 +00:00
KX_RaySensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_SCA_AddObjectActuator.cpp
Various mem leaks related to CValue reference count fixed
2008-03-01 19:46:50 +00:00
KX_SCA_AddObjectActuator.h
more Bullet physics improvements, mainly stability and performance related.
2006-04-01 03:30:15 +00:00
KX_SCA_EndObjectActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_SCA_EndObjectActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_SCA_ReplaceMeshActuator.cpp
Applied patch #5247 by scabootssca. This adds an instant replace mesh feature.
2007-03-26 03:35:01 +00:00
KX_SCA_ReplaceMeshActuator.h
Applied patch #5247 by scabootssca. This adds an instant replace mesh feature.
2007-03-26 03:35:01 +00:00
KX_ScalarInterpolator.cpp
KX_ScalarInterpolator.h
KX_ScalingInterpolator.cpp
KX_ScalingInterpolator.h
KX_Scene.cpp
BGE fix: game object to controller links consistancy maintained regardless of order of deletion
2008-03-09 21:51:38 +00:00
KX_Scene.h
BGE fix: game object to controller links consistancy maintained regardless of order of deletion
2008-03-09 21:51:38 +00:00
KX_SceneActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_SceneActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_SG_BoneParentNodeRelationship.cpp
Added bone parent relationship.
2005-04-23 11:36:44 +00:00
KX_SG_BoneParentNodeRelationship.h
Added bone parent relationship.
2005-04-23 11:36:44 +00:00
KX_SG_NodeRelationships.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_SG_NodeRelationships.h
Added bone parent relationship.
2005-04-23 11:36:44 +00:00
KX_SoundActuator.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_SoundActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_SumoPhysicsController.cpp
Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.x
2006-11-21 00:53:40 +00:00
KX_SumoPhysicsController.h
Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.x
2006-11-21 00:53:40 +00:00
KX_TimeCategoryLogger.cpp
KX_TimeCategoryLogger.h
KX_TimeLogger.cpp
KX_TimeLogger.h
KX_TouchEventManager.cpp
Radar/Near sensor performance problem fixed
2008-03-01 19:17:37 +00:00
KX_TouchEventManager.h
Radar/Near sensor performance problem fixed
2008-03-01 19:17:37 +00:00
KX_TouchSensor.cpp
unknown property fixed in sensor/actuators
2008-03-01 19:05:41 +00:00
KX_TouchSensor.h
Radar/Near sensor performance problem fixed
2008-03-01 19:17:37 +00:00
KX_TrackToActuator.cpp
Applied patch #6102 submitted by Mal
2007-03-23 02:20:12 +00:00
KX_TrackToActuator.h
Applied patch #6102 submitted by Mal
2007-03-23 02:20:12 +00:00
KX_VehicleWrapper.cpp
//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
KX_VehicleWrapper.h
exposed a few more tuning paramters
2006-02-21 07:08:23 +00:00
KX_VertexProxy.cpp
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_VertexProxy.h
applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements.
2006-04-02 21:04:20 +00:00
KX_VisibilityActuator.cpp
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_VisibilityActuator.h
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
2004-10-16 11:41:50 +00:00
KX_WorldInfo.cpp
KX_WorldInfo.h
Sorry to break the cvs-closed status, so if you really need to make a new 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.
2006-01-06 03:46:54 +00:00
KX_WorldIpoController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_WorldIpoController.h
Makefile
Makefile support for bullet2 ... please test
2006-11-22 19:05:35 +00:00
SConscript
Bugfix #4081 : support for OpenBSD platform for scons. Big thanks to Nathan Houghton for this contribution.
2006-06-05 15:52:26 +00:00