[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.
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@@ -68,7 +68,8 @@ KX_ArrayOptimizer::~KX_ArrayOptimizer()
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RAS_MeshObject::RAS_MeshObject(int lightlayer)
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: m_bModified(true),
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m_lightlayer(lightlayer)
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m_lightlayer(lightlayer),
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m_class(0)
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{
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}
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@@ -86,7 +87,7 @@ RAS_MeshObject::~RAS_MeshObject()
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int RAS_MeshObject::GetLightLayer()
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unsigned int RAS_MeshObject::GetLightLayer()
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{
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return m_lightlayer;
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}
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@@ -100,13 +101,13 @@ int RAS_MeshObject::NumMaterials()
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const STR_String& RAS_MeshObject::GetMaterialName(int matid)
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const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
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{
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if (m_materials.size() > 0 && (matid < m_materials.size()))
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{
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BucketMaterialSet::iterator it = m_materials.begin();
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for (int i = 1; i < m_materials.size(); i++)
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for (unsigned int i = 1; i < m_materials.size(); i++)
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{
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it++;
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}
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@@ -118,7 +119,7 @@ const STR_String& RAS_MeshObject::GetMaterialName(int matid)
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RAS_MaterialBucket* RAS_MeshObject::GetMaterialBucket(int matid)
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RAS_MaterialBucket* RAS_MeshObject::GetMaterialBucket(unsigned int matid)
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{
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RAS_MaterialBucket* bucket = NULL;
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@@ -181,12 +182,12 @@ const STR_String& RAS_MeshObject::GetName()
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const STR_String& RAS_MeshObject::GetTextureName(int matid)
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const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
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{
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if (m_materials.size() > 0 && (matid < m_materials.size()))
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{
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BucketMaterialSet::iterator it = m_materials.begin();
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for (int i = 1; i < m_materials.size(); i++)
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for (unsigned int i = 1; i < m_materials.size(); i++)
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{
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it++;
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}
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@@ -321,7 +322,7 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray,
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idx.m_array = vtxarray;
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idx.m_index = numverts;
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idx.m_matid = (int) mat;
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m_xyz_index_to_vertex_index_mapping[orgindex].push_back(idx);
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m_xyz_index_to_vertex_index_mapping[orgindex].push_back(idx);
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return numverts;
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}
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@@ -354,8 +355,8 @@ int RAS_MeshObject::GetVertexArrayLength(RAS_IPolyMaterial* mat)
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RAS_TexVert* RAS_MeshObject::GetVertex(int matid,
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int index)
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RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
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unsigned int index)
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{
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RAS_TexVert* vertex = NULL;
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@@ -368,7 +369,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(int matid,
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const vecVertexArray & vertexvec = GetVertexCache(mat);
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vector<KX_VertexArray*>::const_iterator it = vertexvec.begin();
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for (int len = 0; it != vertexvec.end(); it++)
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for (unsigned int len = 0; it != vertexvec.end(); it++)
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{
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if (index < len + (*it)->size())
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{
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@@ -521,7 +522,7 @@ int RAS_MeshObject::FindVertexArray(int numverts,
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KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat);
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for (int i=0;i<ao->m_VertexArrayCache1.size();i++)
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for (unsigned int i=0;i<ao->m_VertexArrayCache1.size();i++)
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{
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if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
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{
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@@ -532,10 +533,6 @@ int RAS_MeshObject::FindVertexArray(int numverts,
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break;
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}
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}
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else
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{
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int i=0;
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}
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}
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if (array == -1)
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