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2008-07-25Fluid control: WIP commit before weekend, not working is crashing on the ↵Daniel Genrich
first 3 frames
2008-07-21Fix for crash with fc and quality < 5 (reported by Nudel)Daniel Genrich
2008-07-20svn merge -r 15529:15649 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-14Win64 fix: disable 1GB restriction for 64bit windows systems, baking fluid ↵Daniel Genrich
with >4GB is verified to work on Vista64.
2008-07-11Fix for several memory leaks in fluidsim (found with Valgrind).Daniel Genrich
2008-07-08Introduced quality to GUI, not yet tested (WIP commit)Daniel Genrich
2008-07-08Some channel fixes for fcDaniel Genrich
2008-07-07WIP commit to introduce channelsDaniel Genrich
2008-07-07Another addition of time values, yet some things to followDaniel Genrich
2008-07-07Added 4 gui elements to structs, another 2-3 will follow; Unsolved problems: ↵Daniel Genrich
simulation and control time desync
2008-07-06Another fluid type 'control' added and introduced to elbeem, still some ↵Daniel Genrich
issues to solve but with 1 change in fluidsim.c it kind of works already (hint for me - disabled for other people so they don't complain)
2008-07-04Initial GUI implementation, yet not functionalDaniel Genrich
2008-04-22svn merge -r 14236:14505 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-04-20Reverting new epsilons since they had bad global impact - instead just ↵Daniel Genrich
remove the problematic normalize() call
2008-04-18Fluid: got to the real problem of the issue --> wrong float epsilon resulted ↵Daniel Genrich
in normalizing a vector to fail, reverted other change from today
2008-04-18Fluid bugfix [#8395] [#6200]: this should solve the ↵Daniel Genrich
popping/inconsistency/flickering issue with fluids, please give feedback :)
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-08This version now includes the fluid control sources, however the BlenderNils Thuerey
interface for it is still missing. Right now there is only a simple hard coded example, that moves a single control particle with strong attraction and velocity forces through the domain. I added more detailed information about the control code to the wiki http://wiki.blender.org/index.php/SoCFluidDevelDoc#The_Fluid-Control_Branch , together with some thoughts on how a Blender integration could be done.
2008-02-25CMakeList fix for fluidsDaniel Genrich
2008-02-25Bugfix [#8352]: My OpenMP additions seem to cause errors on MSVC, so I kick ↵Daniel Genrich
them leaving 'only' the original OpenMP additions from N_T
2008-01-30Initial commit of cloth modifier from branch rev 13453Daniel Genrich
2007-12-14include <ieeefp.h> on solaris and remove incorrect macro so finite() is now ↵Campbell Barton
correct
2007-12-13finite isnt defined on solaris 10, check and define - does the same as Win32Campbell Barton
2007-11-29Solaris had a problem finding finite so had to conditionally Kent Mein
#include <ieeefp.h> Kent
2007-11-25Bugfix: Wrong 32/64bit check was used which resulted in a 2GB limit for some ↵Daniel Genrich
64bit architecture
2007-11-24- forgot to include a file in the last commitNils Thuerey
2007-11-22- Added OpenMP code, it is enabled by defining PARALLEL=1 for the elbeemNils Thuerey
compilation. Currently, it is not yet active by default, but Genscher wanted to do some tests. It can be used to distribute the computation load onto multiple shared- memory CPUs by splitting the domain along the y-axis (assuming a gravity force along z). However, there is no load balancing: so if there's fluid only in one of the y-axis halves you will not get a speedup for 2 CPUs. - Added a fix for the memory allocation bugs #7120 and #6775. In solver_init.cpp there are now several variables max___MemChunk (line 692+), that set upper limits for various systems. The same problem existed for mac & linux, but the limit is higher, so it probably went by undetected. The windows limit is currently 1GB, if the strange 700MB limit problems mentioned in the bug regports the bugs persist, this could be further reduced. For 64bit compilations this problem shouldn't exist anyway. What's still missing is a display of how much the resolution was reduced to fit into memory... - And some minor solver code cleanup.
2007-09-17Patch/Bugfix #7334 by 'gsr b3d:Joshua Leung
Some more compiler warning fixes. Some of these seem to be specific to GCC 4.1
2007-09-12apply first part of patch #6994 - elbeem_warning_patch.diffStephen Swaney
Fixing warnings: conversion from string constant to char * This should make gcc 4.1.x a little happier.
2007-09-06BugFix #7303Diego Borghetti
More fix to solaris build, patch by Vladimar Marek
2007-08-31This covers bugs # 7130 7131 7132 7133Kent Mein
All small patches submitted by Vladimar Marek (neuron) Basically fixes up some headers for Solaris's compiler. Kent
2006-11-29- fixed particle generation bug tracked down by mpan3&gimble,Nils Thuerey
- removed warnings in attributes.cpp, - and a first Klockwork bug fix: removed NULL returns in ntl_ray.h, several other issues mentioned in the Klockwork report are either hard to fix or not really errors...
2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
2006-11-06- some more minor fixes, this time for MSVCNils Thuerey
2006-11-05- another solaris math function fixNils Thuerey
2006-11-05- a minor fix for solaris (problems with round&pow)Nils Thuerey
2006-11-05- bugfixesNils Thuerey
#4742 exported normals are now correct #4821 & 4956 for complex movements in/outflows can now also use the animated mesh option - new features * isosurface subdivision: directly creates a finer surface mesh from the simulation data. this increases simulation time and harddisk usage, though, so be careful - usually values of 2-4 should be enough. * fluidsim particles: extended model for particle simulation and generation. When isosurface subdivision is enabled, the particles are now included in the surface generation, giving a better impression of a single connected surface. Note - the particles are only included in the final surface mesh, so the preview surface shows none of the particle effects. * particle loading: different types of particles can now be selected for display: drops, floats and tracers. This is a bit obsolete due to the extensions mentioned above, but might still be useful. Floats are just particles floating on the fluid surface, could be used for e.g. foam. * moving objects impact factor: this is another tweaking option, as the handling of moving objects is still not conserving mass. setting this to zero simply deletes the fluid, 1 is the default, while larger values cause a stronger impact. For tweaking the simulation: if fluid disappears, try increasing this value, and if too much is appearing reduce it. You can even use negative values for some strange results :) - more code cleanup, e.g. removed config file writing in fluidsim.c, added additional safety checks for particles & fluidsim domains (these currently dont work together). I also removed the "build particles" debug message in effects.c (seemed to be unnecessary?). Some more info on the new features: Here are two test animations showing the difference between using the particle generation with isosurface subdivision. This is how it would look with the old solver version: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg and this with the new one: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg Both simulations use a resolution of 64, however, the version with particles takes significantly longer (almost twice as long). The .blend file for a similar setup can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend (Minor Tips for this file: dont enable subdivions of characters until rendering, thus leave off for simulation, as it uses the rendering settings! For making nice pictures switch on subdivion, and OSA.) And here's a picture of old vs. new (for webpage or so): http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-08-22- modified patch #4681, for scons compilingNils Thuerey
of the fluidsim can now be disabled with the flag: BF_NO_ELBEEM='true', e.g. for irix systems. (The number of ifdefs from the original patch was reduced, and the defines are now only necessary when elbeem is switched off.) - particle generation option is available again
2006-08-22elbeem update:Nils Thuerey
- slightly improved and optimized handling of moving obstacles - cleanup of debug messages and minor fixes
2006-07-07- fixed bug #4517:Nils Thuerey
there was a wrong divisor for memory estimate
2006-06-20- minor fix for moving object boundary conditionsNils Thuerey
and to prevent surface flickering near obstacle sides
2006-06-12- another minor solver update to fixNils Thuerey
obstacle fluid surface generation bug - also contains some code clean ups and safer initializations
2006-06-12- added fix for fluidsim copying bugNils Thuerey
(surface mesh structs werent handled correctly, copying is now done in a new function)
2006-05-16- fixed geometry init (object id init was missing)Nils Thuerey
- added more std::string fixes from bjornmose
2006-05-13update to msvc7 projectfilesJoseph Gilbert
2006-05-13Happy msvc6 again .. however some new std::std::strings in El'BeemJens Ole Wund
i'll give it to nils later on
2006-05-11- fixed MSVC problem in fluidsim.cNils Thuerey
- removed some more debug output in the solver
2006-05-11- New options for mesh voxelization: shell only (alsoNils Thuerey
works for non closed objects), volume ("normal"/old way of doing it), and a combination of both: http://www10.informatik.uni-erlangen.de/~sinithue/blender/voltcomp_sm.jpg - Finally included bjornmose MSVC6 fixes - Added support for animated meshes, e.g. meshes with parented skeletons. Is enabled for obstacles with a new button. A simple example with Bassam's mancandy can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.mpg http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.blend (Warning - keep meshes as simple as possible, e.g. turn off subsurf for baking. Export probably shoulb be further optimized.) - Changed handling of no/free/part slip obstacles, see: http://www10.informatik.uni-erlangen.de/~sinithue/blender/bndtcomp_sm.jpg - Removed surface particle option for upcoming release, needs more testing & tweaking - Added tracer particles instead (swimming along in the fluid) - Updated wiki (description of IPOs still missing).
2006-04-18msvc6 project linking with shell32.lib to see SHGetFolderPath()Jens Ole Wund
removing dead files in el'beem however the "std::std::string" problem is still there still no GE
2006-04-18Update to the VC7 projectfiles.Joseph Gilbert
This should bring the projectfiles upto date for msvc7. Moving these to version 7.1 so that the version 8 people don't have such a hard time importing into 2005. Build intern.sln, extern.sln and then blender.sln. Enjoy. :p