blender/source/gameengine
2011-08-16 19:59:08 +00:00
..
BlenderRoutines BGE Animations: Adding an option to let users choose whether or not to lock animation updates to the framerate. If this option is enabled, animations are only updated at the same speed as the animation framerate. This can give a significant speed up in performance, but at the cost of smoothness in animations. I'm defaulting this behavior to off for now, which is the behavior seen in trunk. 2011-08-12 20:53:29 +00:00
Converter BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator. 2011-08-11 03:27:47 +00:00
Expressions Merging with trunk up to r38631. 2011-07-23 16:34:30 +00:00
GameLogic Fix #28014: joystick sensor not working. Broke this with an earlier commit 2011-07-25 15:44:41 +00:00
GamePlayer BGE Animations: Adding an option to let users choose whether or not to lock animation updates to the framerate. If this option is enabled, animations are only updated at the same speed as the animation framerate. This can give a significant speed up in performance, but at the cost of smoothness in animations. I'm defaulting this behavior to off for now, which is the behavior seen in trunk. 2011-08-12 20:53:29 +00:00
Ketsji BGE Animations: Increasing the max layer count to 8 as per a user request. Also, layer checks were checking for values between 0 and MAX_ACTION_LAYERS when they should have been checking for values between 0 and MAX_ACTION_LAYERS - 1. 2011-08-16 19:59:08 +00:00
Network cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
Physics cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
PyDoc == python api doc == 2010-10-13 10:42:33 +00:00
Rasterizer cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
SceneGraph BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more. 2011-07-14 07:03:33 +00:00
VideoTexture cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
CMakeLists.txt use cmake defined names for jpeg, png, zlib and python libs, building on *nix with non-standard libjpeg/png/zlib locations was broken. 2011-01-25 14:43:13 +00:00
SConscript enable building the game engine without bullet for scons & cmake 2010-10-10 07:01:56 +00:00