..
BL_ActionActuator.cpp
BGE Animations: Various changes to make code reviewers happy:
2011-08-29 06:19:55 +00:00
BL_ActionActuator.h
BGE Animations: Various changes to make code reviewers happy:
2011-08-29 06:19:55 +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
BGE Animations: Various changes to make code reviewers happy:
2011-08-29 06:19:55 +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
* Merge trunk up to r39790.
2011-08-30 08:22:03 +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
Code cleanup: remove source/kernel module, this wasn't really the kernel of
2011-05-06 20:18:42 +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
BGE Animations: Fixing issues with initialization order in BL_ShapeDeformer
2011-08-09 03:27:05 +00:00
BL_ShapeDeformer.h
BGE Animations: Shape drivers are now working again.
2011-06-30 19:33:13 +00:00
BL_SkinDeformer.cpp
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
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
doxygen: gameengine/Converter tagged.
2011-02-25 13:30:41 +00:00
BlenderWorldInfo.h
doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
2011-02-22 10:33:14 +00:00
CMakeLists.txt
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
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
* Merge trunk up to r39790.
2011-08-30 08:22:03 +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
Fix for [ #25062 ] Sound Actuator - Positional Audio.
2011-08-30 10:09:10 +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
quiet msvc/mingw compiler warnings.
2011-04-10 09:37:04 +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
fix for bug with all rotation modes being treated as euler by the BGE, this bug is in trunk too but fixing here because this code will replace whats in trunk.
2011-08-27 03:13:54 +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
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