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2013-04-20code cleanup: minor improvements to scripts.Campbell Barton
- make wm-property operators use INTERNAL option. - make console use str.expandtabs() rather then replacing tab->spaces.
2013-01-23code cleanup: dont use 'bpy.context' when 'context' is availableCampbell Barton
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-09-03Fix #32372: Blender Locks up when using Quick Fluid featureSergey Sharybin
2012-06-19Fix part 1 of [#31840] Quick Explode Bugs related to it's fade option.Bastien Montagne
Patch by Philipp Oeser (lichtwerk), just did style change (better to not define a value twice, so only affecting the three color components, not the alpha, also using the slice syntax makes things much more compact ;) ), thanks!
2011-11-08cmake & pep8 tidy up, also some style edits.Campbell Barton
remove unneeded collection length function.
2011-10-06hide 3d view header `use_pivot_point_align` button in editmode since its not ↵Campbell Barton
used there, also remove unneeded copy() funcs from quick effects.
2011-09-19/release/scripts: Removed final points in UI strings and messages.Bastien Montagne
2011-08-19py style change only - make property definitions consistentCampbell Barton
2011-08-12import common classes from bpy.types, saves ~1000 python getattrs on startup.Campbell Barton
2011-07-25edits to quick effects scriptsCampbell Barton
- use uv layer data api rather then operator. - switch vector rotation order. - made some style changes, use 80 width.
2011-07-01quick explode failed if executed with no active objectCampbell Barton
2011-06-21pep8 complianceCampbell Barton
2011-06-15Changes to quick explodeCampbell Barton
- fix python error when the object had an empty material slot - initialize start frame from the current frame - set frame range to 300000 max (which is blenders own maximum) - mesh order was arbitrary, instead use selected -> active, removed invert option. also fix for missing include in bpy_extras.view3d_utils
2011-06-12Quick Explode operator:Janne Karhu
* Sets up a particle system and an explode modifier. * In "blend" mode requires two selected objects and creates "crossed keyed" particle systems between the objects for a simple blend effect where the first object explodes and then recombines as the second object. * Also renamed the other quick effect operators as "Quick ..." to bring some consistency to the operators (also nice that now you can just write "quick" to the operator search and get all these operators).
2011-04-20Bug fix: "make fur" gave errors with multiple selected objects.Janne Karhu
* Also some code changes for "make smoke" and "make fluid" to suppress some python messages that were printed to the console.
2011-04-10minor pep8 edits, also added 'test_pep8' & 'test_cmake' to the GNUmakefile ↵Campbell Barton
for convenience.
2011-04-04Bug fix: The quick effect operators got broken a bit by the new material ↵Janne Karhu
slot behavior. * The operators now add new materials and assign them to the created material slots explicitly.
2011-04-01pep8 checker, mostly pedantic style changes but also found an error in ↵Campbell Barton
mesh_utils.mesh_linked_faces()
2011-03-31Fix for [#26694] Quick effects problems: Make Smoke/Fluid on a flat object ↵Janne Karhu
creates flat domain. On a subdivided mesh create no domain. * Fluidsim has to be before any constructive modifiers. * Also a bit nicer domain size calculation + a warning message for using flat objects as fluid objects. * Some code cleanup and clarification too.
2011-03-30pass pep8 checker.Campbell Barton
2011-03-30Small update to the quick effects operators:Janne Karhu
* "Make fur" now creates a basic fur material for each object (smaller strand tip width and a little bit of surface diffuse) * If fluid/smoke emitters aren't rendered the objects are also set to draw only in wire mode so that the fluid/smoke can be clearly seen.
2011-03-30Quick effects operators:Janne Karhu
* A couple of operators to quickly create effects that would otherwise take some time to set up. * Nice to use for demoing functionality or as a starting point for more complex effects. * "Make Fur" - Gives every selected mesh object particle fur with a desired density and length. * "Make Smoke" - Makes each selected object a smoke emitter and creates a new domain object around the emitters with the correct material to render the smoke. ** Has style options for "stream": constant smoke flow, "puff": only create smoke once from the volume of the emitter object, "fire": enable high resolution smoke and set a secondary fire color texture for the domain object. * "Make Fluid" - Makes every selected object a fluid object (normal/inflow) and has the option to start fluid baking immediately. * This should provide a nice base for extending these / adding more operators for different effects.