Age | Commit message (Collapse) | Author |
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now sintels heir works in the 3D viewport, (need to work on subsurf next)
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use a better malloc replacement.
See Details:
http://wiki.blender.org/index.php/User:Ideasman42/BMeshBranchReview#Update_43694
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- Using correct frame to update particle system tree for SPH simulation (i.e. psys_update_particle_bvhtree(psys, cfra)).
- Increased SPH neighbour count to 512 - this greatly reduces BVH tree search bias, and makes simulations more symmetrical.
Adaptive time step improvements:
- Fix for relative velocities based on previous state (fixes fast-moving particle clusters).
- Only reporting on element size once per time step. Prevents incorrect Courant number from being calculated when using multiple-step integration.
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seems like it might be fixing the recent CDDM_copy corruption/leak bug
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- use BLI_join_dirfile for joining all paths (no need to ensure slash is appended).
- paths from linked library files now supported.
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move BLI_mempool_alloc out of mempools header where it was inlined
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- remove / comment unused python vars
- replace mul_v3_fl(somevec, -1.0f); with negate_v3(somevec);
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BLI_cellalloc_free for free
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* Fluid compilation: Inverse the compile flag from DISABLE_ELBEEM to WITH_MOD_FLUID for consistency. (scons/cmake)
* Use WITH_BF_FLUID in your user config (scons)
* Add support for scons to disable build with Decimate and Boolean modifier.
(WITH_BF_DECIMATE and WITH_BF_BOOLEAN)
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vertex name flipping, replaced with flip_map from trunk
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http://markmail.org/message/fp7ozcywxum3ar7n
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made less cryptic and changed to indicate if they work on files or directories.
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- move font.c unicode functions into string_utf8.c and rename to fit with other BLI_string funcs.
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* Boids need the random velocity vector always.
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subframes can now be altered automatically while an SPH (fluid particle)
simulation is running.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender, merge pepper, manually merged source/blender/editors/transform/transform_generics.c
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* replace by BLI_snprintf in various places, note _snprintf on windows
does not properly null terminate the string.
* fix overflow in sequencer proxy code due to buffer being smaller than
specified size.
* fix some usage of snprintf as strcpy, this is will go wrong if the
string contains % characters.
* remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
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https://svn.blender.org/svnroot/bf-blender/trunk/blender, source/blender/gpu/intern/gpu_buffers.c updated from trunk and re-made edits to use getTessFace* functions.
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also some compiler warning fix.
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This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.
While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).
Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.
While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
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frame, not in the case of a subframe between the first and second frame.
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of "hair path"
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
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with hair particle objects
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
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* Particle die time wasn't taken correctly into account in certain situations when calculating dynamics.
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keyed particle system itself
* Also some nicer rotation handling for the explode modifier
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