- Changed license from MIT to ZLib.
- Added 3D Sweep and Prune contribution
- More stable native constraint solver
Sorry for any inconvenience caused by this checkin.
All Blender buildsystems require update: added files and moved files.
newline missing at end of file fixes:
TypedConstraint.h WheelInfo.h RaycastVehicle.h VehicleRaycaster.h
CcdPhysicsEnvironment.cpp
radiance_hdr.c fixed the following warning by changing type of local variable:
radiance_hdr.c:357: warning: pointer targets in passing argument 3 of
‘fwritecol rs’ differ in signedness
edgeRender.c,edgeRender.h same thing changed type of local vars to get rid
of warnings about signedness
RAS_OpenGLRasterizer.cpp removed unused variable unit line 1295
Kent
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
only, but was only linking issue, so should work on other platforms too).
NOTE: I noticed some compileflags for GE specific libs that were left out -
I re-enabled them in the SConscripts, but I'm going to do a test build my-
self now, so if there are problems with them on win32, I probably already
know about them :)
* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c
makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
here is a quick summary...
Kent
intern/bsp/intern/BSP_CSGMesh_CFIterator.h
removed tri_index (unused variable)
intern/bsp/intern/CSG_BooleanOps.cpp
removed extra ;
intern/string/intern/STR_String.cpp
added <ctype.h>
source/blender/blenkernel/BKE_writeavi.h
moved things around so not doing forward declarations
source/blender/renderconverter/intern/convertBlenderScene.c
changed render.h to render_types.h
source/blender/src/blenderbuttons.c
source/blender/src/editgroup.c
source/blender/src/meshtools.c
added newline
source/gameengine/Ketsji/KX_KetsjiEngine.cpp
commented out include "PIL_time.h" code that requires it is commented out
reading blender/src/writeavicodec.c
(struct keyword to a couple of lines that needed it)
and added:
extern struct Render R;
blender/renderconverter/intern/convertBlenderScene.c
added extern Render R;
added #include "rendercore.h" to get rid of undeclared shade_material_loop
(Not sure if this is right but it fixes it.
Did not fix this problem, is it alright to just pass NULL here or should we chan
ge it to something else:
init_render_materials' : too few
gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
removed argument to dHashSpaceCreate
commented out dWorldQuickStep since it does not exist
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
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!
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 :)