Age | Commit message (Collapse) | Author |
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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about particle integration - should be copy-paste) see http://dldw.de/tmp/index.php?file=w2.blend (press play button in timeline and change the absorption value ob the cube) b) fixed deflector/collision bug with continues physics c) cloth wind/forces uses masses now d) even faster collision object gathering e) have fun ;)
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BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch)
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system (better + general access to kdop, uses less memory, put it into BLI_* namespace and usage defined like existing BLI_kdtree_*). Deleted old kdop.c
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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cloth settings in old files but I had to do it before release because naming convention was really bad in cloth (e.g. using SimulationSettings instead of ClothSimSettings in DNA). Same for some structure in CollisionModifier but with no sideeffects.
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line and also another case where you startet from an unsaved blend and switched to a saved one; Cloth: Fixid mass init, little speedup for collisions; Collision Modifier: More generalized it
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