blender/source/gameengine
2011-07-26 06:10:05 +00:00
..
BlenderRoutines cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
Converter 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
Expressions Merging with trunk up to r38631. 2011-07-23 16:34:30 +00:00
GameLogic cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
GamePlayer cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
Ketsji 3D Audio GSoC: 2011-07-23 15:59:10 +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