..
BL_ActionActuator.cpp
BGE animations: fixing initialization order issues for BL_ActionActuator and BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
2011-09-04 01:42:47 +00:00
BL_ActionActuator.h
BGE animations: This is an attempt to help smooth out some more compatibility issues with the new action actuator. It now has a similar pulse behavior to the old actuator. This has worked well in most of my tests, but YoFrankie still has problems, and it appears to have gotten a little worse.
2011-09-01 21:47:46 +00:00
BL_ArmatureActuator.cpp
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_ArmatureActuator.h
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_ArmatureChannel.cpp
includes for building with gcc 4.6 on fedora.
2011-03-30 16:14:54 +00:00
BL_ArmatureChannel.h
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_ArmatureConstraint.cpp
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_ArmatureConstraint.h
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_ArmatureObject.cpp
- remove deprecated pose channel members
2011-09-16 02:42:50 +00:00
BL_ArmatureObject.h
BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
2011-07-26 06:10:05 +00:00
BL_BlenderDataConversion.cpp
svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07 15:34:04 +00:00
BL_BlenderDataConversion.h
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_DeformableGameObject.cpp
BGE Animations: Various changes to make code reviewers happy:
2011-08-29 06:19:55 +00:00
BL_DeformableGameObject.h
BGE Animations: Making shape actions work again:
2011-06-23 19:09:09 +00:00
BL_MeshDeformer.cpp
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_MeshDeformer.h
whitespace edits
2011-09-03 02:15:49 +00:00
BL_ModifierDeformer.cpp
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
BL_ModifierDeformer.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
BL_ShapeActionActuator.cpp
BGE Animations: Making shape actions work again:
2011-06-23 19:09:09 +00:00
BL_ShapeActionActuator.h
BGE Animations: Making shape actions work again:
2011-06-23 19:09:09 +00:00
BL_ShapeDeformer.cpp
whitespace bge edits
2011-09-01 02:12:53 +00:00
BL_ShapeDeformer.h
whitespace edits
2011-09-03 02:15:49 +00:00
BL_SkinDeformer.cpp
- fix for mesh_get_mapped_verts_nors copying short normals to floats without scaling.
2011-09-12 04:29:35 +00:00
BL_SkinDeformer.h
BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information).
2011-08-01 23:02:10 +00:00
BlenderWorldInfo.cpp
whitespace bge edits
2011-09-01 02:12:53 +00:00
BlenderWorldInfo.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
CMakeLists.txt
svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07 15:34:04 +00:00
KX_BlenderScalarInterpolator.cpp
BGE Animation:
2011-05-28 07:15:27 +00:00
KX_BlenderScalarInterpolator.h
BGE Animation:
2011-05-28 07:15:27 +00:00
KX_BlenderSceneConverter.cpp
fix some complier warnings and add -Wundef to CMake's default GCC warnings.
2011-09-05 23:40:52 +00:00
KX_BlenderSceneConverter.h
BGE Animations: The IPO conversion code relied on objects having an adt, but this isn't always the case. object->adt can be NULL, which causes a crash. Now BL_InterpolatorLists are cached by action instead of adt.
2011-08-07 04:57:23 +00:00
KX_ConvertActuators.cpp
svn merge -r 39975:40061 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-09 12:21:41 +00:00
KX_ConvertActuators.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
KX_ConvertControllers.cpp
bge bugfix: [ #28362 ] Controllers names appear incorrectly with a python query
2011-08-29 03:20:15 +00:00
KX_ConvertControllers.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
KX_ConvertProperties.cpp
doxygen: gameengine/Converter tagged.
2011-02-25 13:30:41 +00:00
KX_ConvertProperties.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
KX_ConvertSensors.cpp
whitespace bge edits
2011-09-01 02:12:53 +00:00
KX_ConvertSensors.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
KX_IpoConvert.cpp
BGE animations: Fixing a potential crash when using camera IPOs. The IPOs were being created off of blendercamera->adt->action when they should have been using the supplied action. Thanks to z0r for pointing out the problem and a potential fix.
2011-09-04 01:27:16 +00:00
KX_IpoConvert.h
BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
2011-08-17 09:38:50 +00:00
KX_SoftBodyDeformer.cpp
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
KX_SoftBodyDeformer.h
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +00:00
SConscript
svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-07 15:34:04 +00:00