..
KXNetwork
This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
2007-08-28 10:07:08 +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
Test commit...
2007-05-29 07:46:07 +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
Added a guard to prevent more than one texture to be generated per image.
2007-03-08 03:00:33 +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
Klockwork ( http://www.klocwork.com ) report; game engine fixes, related to 'Use Blender Materials'
2007-01-21 04:45:44 +00:00
KX_BlenderMaterial.h
Added custom vertex/edge/face data for meshes:
2006-11-20 04:28:02 +00:00
KX_BulletPhysicsController.cpp
contribution from RCRuiz:
2006-12-16 05:50:38 +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
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_Camera.h
moved source and text to american spelling
2007-04-04 13:18:41 +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
KX_ConstraintWrapper.h
KX_ConvertPhysicsObject.h
- enabled compound collision objects, requires 'clear parent inverse'
2006-12-01 01:04:27 +00:00
KX_ConvertPhysicsObjects.cpp
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
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
prevent crashes: some python scripts keep 'global variable' access to destroyed game objects.
2006-12-25 04:11:39 +00:00
KX_GameObject.h
This is patch #6825 (The patch missed a couple of them but
2007-06-25 20:15:36 +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
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_IPO_SGController.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_IpoActuator.cpp
This is patch #6825 (The patch missed a couple of them but
2007-06-25 20:15:36 +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
-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
KX_ISystem.h
KX_KetsjiEngine.cpp
GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.
2007-09-29 18:51:01 +00:00
KX_KetsjiEngine.h
- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out the #define WAIT_FOR_VSYNC 1
2006-12-02 22:25:47 +00:00
KX_Light.cpp
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_Light.h
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
fixed some motionstate synchronization issues
2006-12-04 04:13:42 +00:00
KX_NearSensor.h
Big patches:
2005-03-25 10:33:39 +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
KX_PhysicsObjectWrapper.h
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
GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.
2007-09-29 18:51:01 +00:00
KX_PythonInit.h
Patch from Charlie:
2006-05-13 23:31:36 +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
fixed the mouse-over sensor,
2005-08-05 17:00:32 +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
Patch provided by Carsten,
2007-02-19 21:46:57 +00:00
KX_RaySensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_SCA_AddObjectActuator.cpp
-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.
2006-05-22 21:03:43 +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
moved source and text to american spelling
2007-04-04 13:18:41 +00:00
KX_Scene.h
-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.
2006-05-22 21:03:43 +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
new round of warning fixes. we are now down to 24 with Xcode on blender
2005-06-04 16:22:50 +00:00
KX_TouchEventManager.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_TouchSensor.cpp
fixed some motionstate synchronization issues
2006-12-04 04:13:42 +00:00
KX_TouchSensor.h
Big patches:
2005-03-25 10:33:39 +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