..
KXNetwork
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.
2004-10-16 11:41:50 +00:00
KX_BulletPhysicsController.cpp
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
2005-12-31 07:20:08 +00:00
KX_BulletPhysicsController.h
Lots of stupid warning fixes:
2006-01-05 23:10:54 +00:00
KX_Camera.cpp
Fix bug #1460 : Camera IPOs Broken (Gameengine)
2004-07-22 00:26:34 +00:00
KX_Camera.h
Fix bug #1460 : Camera IPOs Broken (Gameengine)
2004-07-22 00:26:34 +00:00
KX_CameraActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_CameraActuator.h
Python methods for camera actuators (thanks snailrose)
2004-12-29 01:33:15 +00:00
KX_CameraIpoSGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_CameraIpoSGController.h
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
2004-03-22 22:02:18 +00:00
KX_CDActuator.cpp
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.
2004-10-16 11:41:50 +00:00
KX_CDActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_ClientObjectInfo.h
Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test.
2004-11-06 04:58:10 +00:00
KX_ConstraintActuator.cpp
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.
2004-10-16 11:41:50 +00:00
KX_ConstraintActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_ConstraintWrapper.cpp
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_ConstraintWrapper.h
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_ConvertPhysicsObject.h
updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
2005-10-23 17:55:19 +00:00
KX_ConvertPhysicsObjects.cpp
Lots of stupid warning fixes:
2006-01-05 23:10:54 +00:00
KX_EmptyObject.cpp
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
2005-12-31 07:20:08 +00:00
KX_EmptyObject.h
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
2005-12-31 07:20:08 +00:00
KX_GameActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_GameActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_GameObject.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_GameObject.h
more preparation for physics recording to ipo keyframes
2005-08-22 18:31:19 +00:00
KX_IInterpolator.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_IPhysicsController.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_IPhysicsController.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_IPO_SGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_IPO_SGController.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_IpoActuator.cpp
applying Volker Mische engine patch
2005-12-18 19:10:26 +00:00
KX_IpoActuator.h
Fix IPO actuator (Bug #1694 )
2004-11-03 10:48:02 +00:00
KX_IPOTransform.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_IScalarInterpolator.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_ISceneConverter.h
minor cleanup. Todo: Does 'testhandles' need to be called after every single ipo_insert_vert ?
2005-11-06 16:50:22 +00:00
KX_ISystem.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_KetsjiEngine.cpp
more game engine bug-fixes, hooked up 'formfactor' as inertia tensor tweaker, friction/restitution, more scaling related fixes.
2005-12-31 21:59:56 +00:00
KX_KetsjiEngine.h
applying Volker Mische engine patch
2005-12-18 19:10:26 +00:00
KX_Light.cpp
Port Python updates from Tuhopuu2:
2004-07-17 05:28:23 +00:00
KX_Light.h
Added Python module for Lights.
2004-05-30 11:09:46 +00:00
KX_LightIpoSGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_LightIpoSGController.h
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
2004-03-22 22:02:18 +00:00
KX_MeshProxy.cpp
- added debug line drawing in gameengine (handy for debugging physics problems)
2005-07-27 09:30:53 +00:00
KX_MeshProxy.h
Support reinstancing the physics mesh from Python.
2005-04-23 12:03:37 +00:00
KX_MotionState.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_MotionState.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_MouseFocusSensor.cpp
some more fixes in the raycast/mouse over
2005-08-17 19:52:56 +00:00
KX_MouseFocusSensor.h
Getting blender to compile for IRIX, in particular:
2005-09-14 21:50:37 +00:00
KX_NearSensor.cpp
- prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation)
2005-08-22 15:47:56 +00:00
KX_NearSensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_ObColorIpoSGController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_ObColorIpoSGController.h
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
2004-03-22 22:02:18 +00:00
KX_ObjectActuator.cpp
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.
2004-10-16 11:41:50 +00:00
KX_ObjectActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_OdePhysicsController.cpp
enable bullet for vc7 too by default (can be switched off easily)
2005-07-30 18:21:02 +00:00
KX_OdePhysicsController.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_OrientationInterpolator.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_OrientationInterpolator.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_PhysicsEngineEnums.h
preparation for bullet physics
2005-07-16 21:47:54 +00:00
KX_PhysicsObjectWrapper.cpp
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_PhysicsObjectWrapper.h
Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer.
2004-05-16 13:05:15 +00:00
KX_PhysicsPropertiesobsolete.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_PolygonMaterial.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_PolygonMaterial.h
Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
2005-01-16 06:02:06 +00:00
KX_PositionInterpolator.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_PositionInterpolator.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_PyConstraintBinding.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_PyConstraintBinding.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_PyMath.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_PyMath.h
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_PythonInit.cpp
added physics-debugging
2005-07-29 18:14:41 +00:00
KX_PythonInit.h
- added debug line drawing in gameengine (handy for debugging physics problems)
2005-07-27 09:30:53 +00:00
KX_RadarSensor.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_RadarSensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_RayCast.cpp
fixed the mouse-over sensor,
2005-08-05 17:00:32 +00:00
KX_RayCast.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_RayEventManager.cpp
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.
2004-10-16 11:41:50 +00:00
KX_RayEventManager.h
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.
2004-10-16 11:41:50 +00:00
KX_RaySensor.cpp
fixed raysensor, hooked up a few more bullet method: force, torque etc, + 'local'. cosmetic change in physics-engine menu.
2005-11-11 05:02:14 +00:00
KX_RaySensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_SCA_AddObjectActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_SCA_AddObjectActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_SCA_EndObjectActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_SCA_EndObjectActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_SCA_ReplaceMeshActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_SCA_ReplaceMeshActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_ScalarInterpolator.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_ScalarInterpolator.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_ScalingInterpolator.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_ScalingInterpolator.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_Scene.cpp
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
2005-12-31 07:20:08 +00:00
KX_Scene.h
applying Volker Mische engine patch
2005-12-18 19:10:26 +00:00
KX_SceneActuator.cpp
big warning hunt commit
2005-03-09 19:45:59 +00:00
KX_SceneActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_SG_BoneParentNodeRelationship.cpp
Added bone parent relationship.
2005-04-23 11:36:44 +00:00
KX_SG_BoneParentNodeRelationship.h
Added bone parent relationship.
2005-04-23 11:36:44 +00:00
KX_SG_NodeRelationships.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_SG_NodeRelationships.h
Added bone parent relationship.
2005-04-23 11:36:44 +00:00
KX_SoundActuator.cpp
Big patches:
2005-03-25 10:33:39 +00:00
KX_SoundActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_SumoPhysicsController.cpp
more preparation for physics recording to ipo keyframes
2005-08-22 18:31:19 +00:00
KX_SumoPhysicsController.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_TimeCategoryLogger.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_TimeCategoryLogger.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_TimeLogger.cpp
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
2004-03-22 22:02:18 +00:00
KX_TimeLogger.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_TouchEventManager.cpp
new round of warning fixes. we are now down to 24 with Xcode on blender
2005-06-04 16:22:50 +00:00
KX_TouchEventManager.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_TouchSensor.cpp
new round of warning fixes. we are now down to 24 with Xcode on blender
2005-06-04 16:22:50 +00:00
KX_TouchSensor.h
Big patches:
2005-03-25 10:33:39 +00:00
KX_TrackToActuator.cpp
new game-menu option 'Record Game Physics to Ipo'
2005-08-23 13:16:02 +00:00
KX_TrackToActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_VertexProxy.cpp
Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
2005-01-16 06:02:06 +00:00
KX_VertexProxy.h
Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
2005-01-16 06:02:06 +00:00
KX_VisibilityActuator.cpp
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.
2004-10-16 11:41:50 +00:00
KX_VisibilityActuator.h
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.
2004-10-16 11:41:50 +00:00
KX_WorldInfo.cpp
Last of the config.h mods...
2002-11-25 15:29:57 +00:00
KX_WorldInfo.h
Removed the config.h thing from the .h's in the source dir.
2002-12-27 13:11:01 +00:00
KX_WorldIpoController.cpp
applied the 64-bit pointer patch submitted by Ken Hughes
2005-11-28 06:51:54 +00:00
KX_WorldIpoController.h
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
2004-03-22 22:02:18 +00:00
Makefile
Support for 'Bullet' in the Makefiles. Enable with:
2005-08-18 06:07:02 +00:00
SConscript
updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
2005-10-23 17:55:19 +00:00