blender/source/gameengine/Converter
Campbell Barton c77af31166 Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions 
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-25 06:43:03 +00:00
..
BL_ActionActuator.cpp BGE Python API 2009-02-19 13:42:07 +00:00
BL_ActionActuator.h BGE Python API 2009-02-19 13:42:07 +00:00
BL_ArmatureObject.cpp Fix for bug #4192: game engine armatures that are dynamically added 2008-09-17 01:29:54 +00:00
BL_ArmatureObject.h Fix for bug #4192: game engine armatures that are dynamically added 2008-09-17 01:29:54 +00:00
BL_BlenderDataConversion.cpp Minor speedups for the BGE 2009-02-25 06:43:03 +00:00
BL_BlenderDataConversion.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
BL_DeformableGameObject.cpp Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space. 2008-09-26 02:27:59 +00:00
BL_DeformableGameObject.h Created a KX_SoftBodyDeformer for real-time soft bodies. 2008-09-24 03:12:10 +00:00
BL_MeshDeformer.cpp Minor speedups for the BGE 2009-02-25 06:43:03 +00:00
BL_MeshDeformer.h Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space. 2008-09-26 02:27:59 +00:00
BL_ShapeActionActuator.cpp * removed typedefs that were not used (from anonymous enums and structs) 2009-02-21 12:43:24 +00:00
BL_ShapeActionActuator.h BGE Python API 2009-02-19 13:42:07 +00:00
BL_ShapeDeformer.cpp Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space. 2008-09-26 02:27:59 +00:00
BL_ShapeDeformer.h Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space. 2008-09-26 02:27:59 +00:00
BL_SkinDeformer.cpp Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space. 2008-09-26 02:27:59 +00:00
BL_SkinDeformer.h Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space. 2008-09-26 02:27:59 +00:00
BL_SkinMeshObject.cpp Created a KX_SoftBodyDeformer for real-time soft bodies. 2008-09-24 03:12:10 +00:00
BL_SkinMeshObject.h Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
BlenderWorldInfo.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
BlenderWorldInfo.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
CMakeLists.txt Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
KX_BlenderScalarInterpolator.cpp Fix crash in game engine IPO code, got out of sync after IPO cleanup, removed the duplicated function declarations. 2008-10-11 22:29:50 +00:00
KX_BlenderScalarInterpolator.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_BlenderSceneConverter.cpp == Global 'Delete Key' Tool == 2008-09-14 12:41:42 +00:00
KX_BlenderSceneConverter.h Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
KX_ConvertActuators.cpp BGE patch 18065: gameobj mass writeable + setmass actuator. This patch allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value. 2009-01-14 22:33:39 +00:00
KX_ConvertActuators.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_ConvertControllers.cpp compile scripts when converting controllers to give more predictable performance and print syntax errors early on rather then when the script is first executed. 2009-02-24 03:29:31 +00:00
KX_ConvertControllers.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_ConvertProperties.cpp BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name). 2008-09-25 16:19:07 +00:00
KX_ConvertProperties.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_ConvertSensors.cpp * Joystick sensor is now only triggered from events of the selected type. 2008-10-08 03:16:19 +00:00
KX_ConvertSensors.h Fix for bug #3858: the game engine mouse focus sensor did not work 2008-09-18 01:46:28 +00:00
KX_IpoConvert.cpp remove warnings for the BGE 2009-02-25 03:26:02 +00:00
KX_IpoConvert.h BGE patch: approve patch #17312: Multiple material IPOs per mesh in BGE. 2008-07-25 13:45:57 +00:00
Makefile converted my gen_utils.h fix to PyObjectPlus.h 2008-09-06 14:13:31 +00:00
SConscript Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00