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2011-07-13cmake option to build without smoke sim: WITH_MOD_SMOKECampbell Barton
2011-04-21converted more mixed tab/space indentations to tabs. only whitespace changes.Campbell Barton
2011-02-27doxygen: blender/blenkernel tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
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.
2011-01-02Pointcache code cleanup and disk cache compression options:Janne Karhu
* Massive reorganization of pointcache code, things are now cleaner than ever. * For all but smoke the cache is first written to memory when using disk cache and after that written to disk in one operation. This allows less disk operations and the possibility to compress the data before writing it to disk. * Previously only smoke cache could be compressed, now the same options exist for other physics types too (when using disk cache). For now the default compression option is still "no compression", but if there aren't any problems this can be set to "light compression" as it's actually faster than no compression in most cases since there's less data to write to the disk. Based on quick tests heavy compression can reduce the file size down to 1/3rd of the original size, but is really slow compared to other options, so it should be used only if file size is critical! * The pointcache code wasn't really 64bit compatible (for disk cache) until now, so this update should fix some crashes on 64bit builds too. Now all integer data that's saved to disk uses 32 bit unsigned integers, so simulations done on 64bit should load fine on 32bit machines and vice versa. (Important disk cache simulations made on 64bit builds should be converted to memory cache in a revision before this commit). * There are also the beginnings of extradata handling code in pointcache in anticipation of adding the dynamic springs for particle fluids (the springs need to be stored as extradata into point cache). * Particles were being read from the cache with a slightly wrong framerate. In most cases this probably wasn't noticeable, but none the less the code is now correct in every way. * Small other fixes here and there & some cosmetic changes to cache panel, but over all there should be no functional changes other than the new disk cache compression options. * This whole re-organization also seems to fix bug #25436 and hopefully shouldn't introduce any new ones!
2010-12-18Extreme makeover of pointcache code:Janne Karhu
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also. * Slight cleanup of pointcache ui too. * Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
2010-12-15ensure pasted graph keys are always selected.Campbell Barton
2010-12-15Fix for [#25218] No smoke is emitted when particle system starts and ends on ↵Janne Karhu
same frame * Depsgraph wasn't updated properly for smoke flow collision object dependencies. * Smoke also wasn't properly using the actual emission frame of the flow particles. * There was a lot of bloated logic in some parts of particle code so this fix turned into a small scale cleanup operation. ** As a result particle updating and cache usage should be a bit more stable too.
2010-12-03compile fixes for mingw32.Campbell Barton
2010-12-03fix for some pedantic warnings.Campbell Barton
2010-12-01patch from JacobF on IRC, copy smoke settings. double checked none of these ↵Campbell Barton
are used for runtime.
2010-12-01Smoke now uses only one point cache where both normal and high resolution ↵Janne Karhu
smoke are stored together: * Separate caches were causing quite a lot of problems both in principle and practice. * For example it doesn't really make sense to have different frame ranges for normal and high resolution smoke, but this was fully possible before. * Also to fully bake the smoke you had to do a "Bake All Dynamics", which completely defeats the whole point of the feature! * As a result of this change the smoke cache usage is much much simpler and less error prone. * This is quite a big change, but hopefully there should be less rather than more problems as a result :) Some other related changes: * Changing the cache name now works for disk caches properly too, it now just renames the cache files so should be faster too! * Smoke is now always forced to disk cache with step 1 on file load as there were some strange cases where smoke was trying to use memory cache. * Disabled smoke debug prints from console. * Disabled changing smoke parameters when smoke is baked. Note to users: The unfortunate side effect of this is that old high resolution simulations have to be baked again, but in return you get much better and more logical functionality. Sorry none the less!
2010-11-26Smoke domain resolutions were calculated wrong for non-cube domains in some ↵Janne Karhu
cases.
2010-11-23Fix for [#19706] Smoke 'sticks' to Collision objects initial positionJanne Karhu
* Smoke got emitted inside collision cells, so it got stuck there.
2010-11-23Cached smoke wasn't being drawn on file load before going to simulation ↵Janne Karhu
start frame.
2010-11-11Smoke now uses the start and end of cached data properly when outside the ↵Janne Karhu
cached frame range. * Patch by MiikaH.
2010-10-30Fix for items 3 and 8 of [#24443] Trying to bake a smoke simulation crashes ↵Janne Karhu
blender, and other smoke bugs.
2010-10-21remove unused args for some modifiers, no functional change.Campbell Barton
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.
2010-10-01Fix #23540: smoke preview shading only used point lamps, now it uses otherBrecht Van Lommel
lamps to if no point lamp is available.
2010-09-27Fix: Smoke wasn't using pointcache properly.Janne Karhu
* The cache was reset almost constantly because smoke didn't save the first frame into cache. Although not necessary for smoke, it's vital to pointcache. * Added info message to smoke cache panel for non saved files. * Now smoke also only updates with a framestep of 1, so that scrubbing the timeline doesn't mess up the simulation. * Among other things fixes report #23731.
2010-09-13Fix for [#23729] Smoke / Edit Mode bugJanne Karhu
2010-08-13added include for offsetof(), also use <string.h>, not "string.h"Campbell Barton
2010-08-01Smoke:Daniel Genrich
- Bugfix for not cleared smoke sim when doing alt-a and waiting for 2 sim cycles to complete
2010-08-01Smoke:Daniel Genrich
- Bugfix for display problems in shaded view: Reverting to wire display mode for domain.
2010-07-27Smoke:Daniel Genrich
- Bugfix for using uninitalised velocity in case of PART_PHYS_NO (reported by MiikaH)
2010-07-27Smoke:Daniel Genrich
- Fix typo in tooltip - Add timeframe independand timesteps
2010-07-27Smoke Patch + additions: a) Applying patch #22765 by Miika Hämäläinen ↵Daniel Genrich
(domain border collision settings, vorticity settings, time scale, non absolute density, smooth high res emitter, initial velocity multiplier, high res strength available to be set to 0), b) Additions by me: --Initial velocity is now per flow object, not per domain; --Using boundingbox as standard display mode for domains (was wire before); --When adding a flow object, an initial nice SmokeParticle system is added too with nice initial settings (life=1, no_render, unborn, etc) fitting smoke simulation; --Adaptive timesteps introduced to the smoke sim (depending on the magnitude of the velocity) because it was quite unstable when used for fire simulations, still needs to be tested and will also slow down some simulations.
2010-05-14Fix:Matt Ebb
[#22310] Duplicate Does Not Propogate SimpleDeform's VGroup [#22321] duplicating object with smoke settings doesnt duplicate smoke settings ^ Genscher, you may want to check that but I thought it was pretty straightforward.
2010-04-283dview --> view3d, patch by Jonathan Smith with small corrections and changes.Campbell Barton
2010-04-01Smoke:Daniel Genrich
* Bugfix for missing high res calculation when low res cache was already there * Bugfix for loading file with smoke but tfor the first "round" of alt-a nothing happened. Now the smoke gets calculated on file load, too.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21Big cleanup of particle system core, also some minor pointcache cleanup. ↵Janne Karhu
Shouldn't contain any functional changes.
2010-03-12Fix smoke looking black in the viewport when compiling with -ffast-math.Brecht Van Lommel
(memset works on byte level and bytes -1,-1,-1,-1 = NaN).
2010-02-12correct fsf addressCampbell Barton
2010-01-25Smoke: The well known Miika Hämäläinen (aka MiikaH) patch ↵Daniel Genrich
(http://blenderartists.org/forum/showthread.php?t=158317&page=42) * Better (and windows enabled) OpenMP handling (> 2x-5x speed) * More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway * Initial velocity taken from particle settings (no more slow starting) * Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being) It's been tested since a while but as usual please report any (new!) bugs. ;-)
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
2009-10-29Smoke:Daniel Genrich
* Bugfix for crash when deleting particle system used by Smoke Flow modifier (reported by nudelZ).
2009-10-18Smoke:Daniel Genrich
*Should fix crash with collision objects
2009-10-08Smoke:Daniel Genrich
* Bugfix for non initialized arrays (reported by nudelZ)
2009-10-08Smoke:Daniel Genrich
* Enable external forces like e.g. wind
2009-10-02Smoke:Daniel Genrich
* Fix loading issue of blend files with smoke collision objects (was disabled on purpose since it will be subject of change, but can be solved using do_versions() later)
2009-10-02Smoke:Daniel Genrich
* Dissolve is back * Obstacles coming back (some bugs left i think)
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 :).
2009-09-15Smoke:Daniel Genrich
* This should make low res bake too if high res gets baked
2009-09-15Smoke:Daniel Genrich
* Less verbose * More OpenGL error messages (on blender -d)
2009-09-14Smoke: Daniel Genrich
* Only simulate smoke when starting from startframe