1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
Bullet logic bug in (de)activation/island management: deactivated 'fantom' objects do merge islands, in particular when connected by constraints. (fantom = object with collision detection but no collision response).
In case someone reads those SVN logs: you can enable some extra broadphase SSE optimizations by replacing WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER by WIN32 in extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvt.h
Thanks to Benoit Bolsee for the upstream patch/contribution.
Removed some obsolete files, they were just intended for comparison/testing.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
HELP BUILD SYSTEM MAINTAINERS: Please help with updating all build systems: the newly added files need to be added. Note that the src/SoftBody has been added for future extension of real-time soft bodies.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
This adds redcode (the file format of RED one, R3D) support to blender.
Seems to work fine with the footage I found on the web, but keep in
mind, that because of the unoptimized nature of libopenjpeg, frame
decoding isn't that fast.
It is also a rather challenging task, to make 4k-float-footage realtime :)
[#7660] Solaris 10 x86 support (Makefiles)
Hopefully it will not mess up anything for anyone else. I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be
overridden, to allow greater flexability.
Let me know if there are any problems/questions.
Kent
- fix for 3DPlugin compile
- cleanup of bullet path
- removed PHY_ODE project from 3D plugin too, not used anymore
Now all configurations should build again, let me know of any problems!
Not been able to test if the 3DPlugin is actually working,is job for another day ;)
Also the 3DPlugin is compiled without OpenExr, this needs to be looked into once too.
settings, and build system. Now it builds the library in obj just like
other stuff instead of the source tree directly.
Its not doing the dynamic building of specific c files but JesterKing said
this should be ok. So whine at him if its not.... ;)
Kent
* This addresses the long command-line problem when building with SCons/MingW on windows through a dosbox (cmd.exe).
My test buildpath was: C:\Documents and Settings\nathan\My Documents\blender\build\win32-mingw
Should be rather long enough, don't you think?
/Nathan
The refactoring didn't leave a single file the same, all filenames and classes have bt prefix, methodnames start with lowercase, a single headerfile can be included, and also a single include path.
Plan is to make use of this Bullet 2.x version in extern/bullet2 within the coming weeks, then extern/bullet can be discarded/ignored/content removed.
* added two files from verse-master
* server list is available in outliner (new mode "Verse Servers")
* verse sessions are now also in new mode "Verse Sessions" in outliner
* fixed drawing of verse sessions and their nodes
* in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org)
* in File>Verse entry "Get Servers" to get server list or
* RMB on "Available Verse Servers" in outliner to "Refresh" server list
Enjoy :)
* removed unused options BF_VERSE_LIBPATH, BF_VERSE, BF_VERSE_LIBS, since they are not used at all.
* some whitespace mods
There should be no more issues with "libverse.lib" not being found (or anything like
that).
- added verse support
- verse library and server are compiled with the extern solution
- note: verse server still misses icon, VS2003 refuses to add the currently provided icon
maintenance work:
- added missing files in blenkernel
- updated Bullet in extern
- Python: SurfNurb.c
- removed compile and dependency of PHY_Ode
- made blenderplayer compile again (had to add pthreads lib)
* This is a simplified SConscript for Bullet building. It should keep itself better
up-to-date since it uses env.Glob(). Tested to work on Linux and Windows (both mingw and vc)
/Nathan
- this patch adds verse support for SCons, which can be enabled by
giving WITH_BF_VERSE=1, ie. on command-line
- this patch also adds a custom lib dir possibility. From the patch description:
"To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py."
* Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.