Age | Commit message (Collapse) | Author |
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to PHY_IPhysicsController
This was the last item in KX_ConvertPhysicsObject. Therefore,
KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been
removed.
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After recently reading through Robert Penner's original descriptions of these
easing equations for some other work I've been doing, I realised that the
ordering I introduced earlier was slightly off (with regards to sine and circular
types). This commit recitifies these issues.
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modifying value
When the dopesheet was open, "keyframe edited" events from the graph editor
(i.e. fired whenever any properties on keyframes or FModifiers are changed)
would trigger the dopesheet to synchronise selection states of anim channels
and ensure that FCurve autocolours are initialised correctly.
This however was undesired when editing properties in the graph editor. Now,
made it so that keyframe adding/removing operators use different notifier flags
to specify that the channels might have changed + need colour syncing, and
adjusted the dopesheet updating logic to fit
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The current physics conversion code was moved from
KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
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* Moving the BlenderDebugDraw (derived from btIDebugDraw) from
KX_BlenderSceneConverter to CcdPhysicsEnvironment
* Moving CcdPhysicsEnvironment initialization to CcdPhysicsEnvironment
(this could probably be cleaned up some more with some sort of
factory, or at least moving code to CcdPhysicsEnvironment's
constructor)
* Simplifying physics environment initialization (went from two
switches to one)
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Instead, it now relies more on our physics abstractions (e.g.,
PHY_IPhysicsEnvironment).
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Add check when bounds reached inf
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As suggested by Campbell, bump subversion and reset all ui_previews data (so that any file that could
have been corrupted in past two weeks because of this bug is fixed and valid again).
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cleanup patch.
These simply need a proxy node, which will be replaced by direct
operation links afterward.
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layers.
More like a workaround, current depsgraph does not really allow for animated layers,
esp. when we alwys expect at least one to be enabled (same issue as with basic Scene layers).
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too when in "vertex per face" display
So, turned out after all we need a foreachmapped helper for loops as well... :/
CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a
bad working solution (see D478). So I fallback to a code similar to CDDM one.
Probably not nice for performances, but loops and subsurf are not matching well...
Reviewers: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D478
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EXPECT_EQ wasn't defined in the scope.
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handling code between
editmode and objectmode functions. No behavioral change expected!
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extension sockets would create additional extension sockets instead of
simply ignoring them.
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It was rather stupid having it in brute region tracker,
now it is in own file in base library.
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and buffer shadows.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
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Reference: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
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frame 0 instead
Problem was introduced back in 2.70 during Project Pampa when the FCurve Normalisation
feature was introduced. The cause was that the normalised cursor value was always getting
passed to the KeyframeEditData context, even when it wasn't needed.
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KX_ConvertPhysicsObjects.cpp that were used to get bounds information
Now we just use BKE_object_boundbox_get().
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and KX_CBounds
These were used in BL_CreatePhysicsObjectNew() in the converter. However, all
of the data put into KX_ObjectProperties was then copied again in
KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the
information it needs itself, which avoid this odd double conversion step for
physics.
As a side-effect, the old code would result in static non-mesh objects with no bounds
set to still have triangle mesh bounds. This would result in no bounds for these objects.
If a bounds was set that required a mesh, non-mesh objects would become sphere bounds.
This is now true regardless of whether user bounds were set. In other words, static
non-mesh objects now use sphere bounds by default instead of mesh bounds. This might
slightly alter some games, but these objects should generally be set to No Collision
anyways.
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flag silently
Enabling ghost for Sensors and Characters is now done in conversion
rather than when setting the RNA.
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This caused a couple of fireflies in koro_final.blend. The wrong normal would
cause the shading point to be set as backfacing, which triggered another bug
with hair BSDFs on the backface of hair curves. That one is not fixed yet but
there's a comment in the code about it now.
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It's unclear how to deal with symlinks on windows as well..
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This gives me 14% reduction in render time for koro_final.blend.
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it was too easy to use invalid types which would crash or fail silently.
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also thin out lib. Todo: rather not build the intermediate bins with openmp dependency anyway
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D253 from Lawrence D'Oliveiro
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