Commit Graph

25 Commits

Author SHA1 Message Date
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Kester Maddock
47c5b8ff26 Fix blenderplayer command line option parsing.
Fix stereo rendering in vertex array mode.  Added sidebyside & anaglyph stereo modes.
2004-08-10 11:34:12 +00:00
Kester Maddock
90fb631526 Port a few rasterizer changes from tuhopuu2:
Up the max batch size.
Clean up some of the code - move code in headers to source files etc.
2004-07-17 05:23:17 +00:00
Chris Want
e926d392a8 OK, the game engine has been un-buildable on irix for long enough
-- I'm committing this change I had discussed on the mailing list
about a month ago.
2004-07-16 01:31:25 +00:00
Kester Maddock
c9b4585618 Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
2004-06-30 13:41:19 +00:00
Kester Maddock
38de9559bc Fix for reflection mapping unlit faces: normals were not being sent, hence reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-23 01:12:11 +00:00
Kester Maddock
942a68da07 Add the separate spec colour definitions! 2004-06-07 11:57:10 +00:00
Kester Maddock
b468bf726c Lighting updates:
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-07 11:01:31 +00:00
Kester Maddock
44f45894c2 Miscellaneous Fixes:
Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
2004-06-04 03:00:13 +00:00
Kester Maddock
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
Kester Maddock
512c269a16 Use const for SetProjectionMatrix
Remove warning printf.
2004-05-16 12:55:21 +00:00
Kester Maddock
2144f20b04 Use bitset instead of mucking around with <<, | and & 2004-05-16 12:55:05 +00:00
Kester Maddock
63048b6cf4 Synchronise game engine with Tuhopuu2 tree. 2004-04-24 06:40:15 +00:00
Kester Maddock
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
Kester Maddock
fd470d9623 * Only load needed extensions (ie none.)
* Fix bug in version query.
* First commit!
2004-03-31 12:20:02 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00
Michel Selten
70a4ead0ae SCons updates
* Blender static now links. By default this option is disabled on all
  platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
  - HOST_CC.    This is the C compiler for the host platform. This value is the
                same as TARGET_CC when not cross compiling.
  - HOST_CXX.   This is the C++ compiler for the host platform. This value is
                the same as TARGET_CXX when not cross compiling.
  - TARGET_CC.  This is the C compiler for the target platform.
  - TARGET_CXX. This is the C++ compiler for the target platform.
  - TARGET_AR.  This is the linker command for linking libraries.
  - PATH        This is the standard search path
  All SConscript files have been updated to reflect these changes. Now it's
  possible to change only the root SConstruct file, and all compiler specific
  variables are passed automatically to all SConscript files. Of course, this
  does not apply to makesdna because there the host and target platform is
  different from all other libraries.
  To pass a variable that applies to all platforms, all we now have to do is
  set the correct value in library_env


Note: as usual, to get the latest options in the config.opts file, first
      remove your version.
2004-02-29 21:40:48 +00:00
Michel Selten
9330e553e8 SCons updates
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
  This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
  source/gameengine/SConscript.
  All libraries are now sorted alphabetically. This has no impact on the build
  process.
2004-02-15 19:25:32 +00:00
Michel Selten
2883110a54 SCons updates: (All done by jesterKing)
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
  I tried building the game engine on Linux, but I get weird errors when
  building with ode. There's a dirty #include path in
  Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
  like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
  use_sumo, use_ode, solid_include and ode_include
2004-01-20 20:28:39 +00:00
Stefan Gartner
3531f874e0 added a buch of
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
(also for <GL/glu.h>)

so that people don't have to create symlinks in
/System/Library/Frameworks/OpenGL.framework on Mac OS X
(Charles Wardlaw)
2003-01-07 00:18:59 +00:00
Kent Mein
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
Kent Mein
209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00
Kent Mein
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
Kent Mein
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00