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2012-01-23Cloth: Add "velocity damping" to damping options. This will help with the ↵Daniel Genrich
"cloth wobbling" problem which accurs quite often when having animated characters with cloth.
2011-11-14Ocean baking was using uninitialized memory, but further investigation it ↵Campbell Barton
was calculating foam values when they were not used. avoid calculating foam and allocating memory when its not needed.
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-29Commented and tagged some unused vars, added some var init (gcc warnings...).Bastien Montagne
Won’t go further, most other warnings are from GE or intern/extern lib code...
2011-09-25whitespace cleanupCampbell Barton
2011-05-02build system changes to eltopo, re-applied.Campbell Barton
2011-05-02=trunk=Joseph Eagar
Recommitted eltopo collision code (but disabled by default) with Genscher's permission. To use, you need to install liblapack and libblas
2011-02-27doxygen: blender/blenkernel tagged.Nathan Letwory
2011-02-23Clean up headers a bit more.Guillermo S. Romero
2011-01-22comment dead code and fix 2 missing NULL checks (pointer used after NULL ↵Campbell Barton
check and checking against incorrect pointer before use).
2011-01-12remove redundant assignments & unused vars.Campbell Barton
also minor functional changes - OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it) - removing BG image now returns cancelled if no image is removed.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-12-03compile fixes for mingw32.Campbell Barton
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-11-05minor c90 compat edits. (no functional changes).Campbell Barton
2010-10-21/WX enabled for MSVC in CMake too.Nathan Letwory
Warning fixes.
2010-10-17- fixed remaining unused warnings.Campbell Barton
- omit render code from this warning (cmake only), until render branch is merged. - moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
2010-10-16most unused arg warnings corrected.Campbell Barton
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating). - mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-08-15use more BLI math functions.Campbell Barton
2010-08-10header re-shuffle, some headers contained unneeded refereces to other ↵Campbell Barton
headers, better include inline with the C files that need them
2010-05-25Merge back a few cloth solver fixes from the render branch:Brecht Van Lommel
* Disable openmp for dot product, this gives different results each time due to non-commutative floating point add. * Disable openmp with few vertices, the extra thread overhead only slows things down then. * Replace the hack that would divide stepsPerFrame and then set it back, now it simply uses the timescale in the collision function. This was incorrect because stepsPerFrame is an int, but we don't want this to be rounded. * Extra out of bounds check for hair velocity smoothing grid.
2010-03-26Cloth simulation can now use a group to specify which objectsBrecht Van Lommel
to collide with, in addition to the effectors group. (commit 27746 by Brecht from render25 branch)
2010-03-21removed unused includes, except for physics and particle related filesCampbell Barton
2010-02-26Few small hair dynamics goodies:Janne Karhu
* Effectors now work with hair dynamics. * Hair dynamics has a new "Collider Friction" parameter that works similarly to internal friction except now all collision objects effect the hair velocity. Useful for quick'n'dirty interaction with objects as the calculations are really fast, but doesn't really take away the need for proper hair-object collisions.
2010-02-24hair was running collision functions (copy to/from collision arrays), even ↵Campbell Barton
when collision could not be done.
2010-02-12correct fsf addressCampbell Barton
2009-11-11* Fixing various compiler warnings under scons+mingw. Mostly unused ↵Joshua Leung
variables and functions. * Added missing lib-linking code for Grease Pencil in nodetrees * Uncommented some code for curve shapekeys
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-01Unified effector functionality for particles, cloth and softbodyJanne Karhu
* Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-17Warning fixes for blenkernel and editors.Brecht Van Lommel
Note sure what to do with this one, and personally think we should avoid using macros for this kind of thing: V_GROW(edges); source/blender/editors/mesh/loopcut.c:232: warning: value computed is not used
2009-09-14use static functions where possible for some local functions.Campbell Barton
2009-09-11Hair dynamics with cloth simulationJanne Karhu
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair. - Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible). - Softbody simulation is no longer used for hair. * Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied. * Invasion of particles exceptions in sb code is finally over. - Collisions with other objects are disabled for now and will be worked out in the future. Other changes/fixes: - Particle mode editing flag wasn't saved properly. - Some old files with edited hair didn't load correctly. - Disabled delete & specials menu in particle mode for non-hair editing. - Fixed yet one more cloth & softbody pointcache update issue. - Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters. - Hair editing now updates correctly with a moving emitter.
2009-06-27Pointcache refresh part 2Janne Karhu
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
2009-01-042.5Ton Roosendaal
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.
2008-08-19Particles now got that force-hiding feature, too --> jahka: please take a ↵Daniel Genrich
look :)
2008-08-18Little tweaks so 0 wind results in 0 noise, also removed double-mass ↵Daniel Genrich
dependancy in cloth
2008-08-18a) Forces can be hidden by deflector object now (need to talk with jahka ↵Daniel Genrich
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 ;)
2008-08-18a) New unified effector system by Janne (jahka) + Me (genscher): particle ↵Daniel Genrich
and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :)
2008-08-17Win64: please check my changes if you ran across them ;) But should be fine ↵Daniel Genrich
since no additional crashes were reported!
2008-07-03Cloth collisions: Reorganized collision system to be more flexible for other ↵Daniel Genrich
parts of blender, so it can be more easily reused. Also slowed down friction impulse.
2008-04-28Compiler warning fixes:Joshua Leung
* in scene.c in blenkernel, set_last_seq (defined in src - editseq.c) is called... this may/may not need some stubs for game-engine stuff * removed unused vars due to old particle-effects stuff
2008-04-21Chance wind scaling to be the same as particlesDaniel Genrich
2008-04-20Cloth: Wind was working the way arround due to wrong formula, reported by nudelDaniel Genrich
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!
2008-04-09Cloth bugfix for new timescaling featureDaniel Genrich
2008-04-09Cloth enhancement for upcomming cache changes: support different speed using ↵Daniel Genrich
clmd->sim_parms->timescale
2008-03-20Cloth structure names update: Sorry about this commit, it will kill all your ↵Daniel Genrich
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.
2008-03-19Bugfix: cloth crash applying effector forces to quads.Brecht Van Lommel