Age | Commit message (Collapse) | Author |
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* Also removed some unnecessary null checks.
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distribution.
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headers.
left in warnings where functions obviously need to get ported to 2.5x still.
Also, render stamp seq strip works again.
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problem and crash
- It turns out we still need the "copyob" still, if for nothing other
than making sure that the unkeyed transforms can get restored. This
was removed originally as I thought that just reevaluating the
animation would work.
- Removed a buggy line of logic that was causing crashes when there
was no animation data. It's better to just assume that if animation
data exists, that something exists there.
- Make Duplicates Real was not clearing data such as the new animation
data or constraints.
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So, it turns out that dupliframes weren't that bad to restore... the
old version didn't do truly accurate transform freezing as it didn't
update ancestors too. However, as a modelling tool, this will probably
suffice.
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* Duplicating particle settings didn't duplicate texture slots.
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intended as a standalone library for use in other applications that
want the same tangent space as Blender.
This also keeps blenkernel clean(er) from extra math functions.
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the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
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header static for blenlib, blenkernel and editors.
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- rename rna collection structs Main prefix to BlendData: eg, MainObjects --> BlendDataObjects
- printing python collection now prints its type (when available)
- renamed shadowed vars in bpy_rna.c.
- when making functions static I also made debugging/test functions static, reverse and add definitions to headers instead.
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- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
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* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
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* Moving a texture slot didn't keep the moved slot active.
* Copy & paste for particle textures didn't work.
* New textures weren't freed properly.
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* Particle textures weren't handled properly on texture slot move operations.
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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The changes here were breaking old rigs, for example the right eyeball
in the Sintel rig (which uses the Mirror Modifier and its vertex-group
mirroring functionality)
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mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
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* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
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* Particle duplis are now always created with render percentage if G.rendering is set.
* This is not yet a perfect solution (hair for example won't yet work correctly), but
it's good to have even partial functionality here until a proper way to handle this
is implemented.
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* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
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==========================
Removed limitation of armatured-only objects for sculpting -- now all
deformation modifiers are allowed in sculpt mode. Use crazyspace corrections
like from transformation modules was used to support all deformation modifiers.
Internal change: all crazyspace-related functions were noved to crazyspace.c
P.S. Brush could make quite unexpected deformation for meshes which are
deformed in specified way. Got patch for this and discussing with Brecht
if it's really needed or maybe it could be done in better way.
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- modifier code was using sizeof() without knowing the sizeof the array when clearing the modifier type array.
- use BLI_snprintf rather then sprintf where the size of the string is known.
- particle drawing code kept a reference to stack float values (not a problem at the moment but would crash if accessed later).
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* Effecting particle properties with textures was possible in 2.49,
but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
for objects with particle systems), which are totally separate from
the material textures.
* Currently a basic set of particle properties is available for
texture control. Some others could still be added, but the whole
system is not intended as an "change anything with a texture" as
this kind of functionality will be provided with node particles in
the future much better.
* Combined with the previously added "particle texture coordinates"
this new functionality also solves the problem of animating particle
properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
"multiply" blending mode, so in order for the textures to effect
a particle parameter there has to be a non-zero value defined for
the parameter in the particle settings. Other blend modes can be
added later if they're considered useful enough.
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- transform code was using sprintf reading and writing the same string (undefined behavior).
- softbody had unneeded NULL check.
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extending the string with strcat. use BLI_snprintf instead.
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- reading pointcache was using an incorrect, always NULL variable.
- commented NDof code, was giving warnings and isnt used now.
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Really stupid mistake :)
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Some naming changes to make naming more uniform. No functional changes.
It's necessery for further crazyspace changes and improvenments.
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* External caches didn't load for smoke straight away. Smoke caches store all necessary info in every file, so no need to try to look for an info file.
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in one place when duplicating nodes, which is not an actual copying of the tree. The node duplicate operator now copies selected nodes itself.
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all work correctly.
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tested that correcting invalid meshes works by generating random meshes and checking that only the first call to mesh.validate() makes changes.
found 2 bugs in mesh validation.
- face sorting array wasn't assigned correct indices.
- removing invalid edges used wrong comparison.
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multi-user objects
convert_exec could do with a re-write, getting quite confusing.
update md5's for ctest results and some renaming in mesh_validate code.
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geometry
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for python so it can correct for bad imported geometry - mesh.validate().
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edgesplit modifier in chain
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modifier are added to mesh object
test_index_face() failed to fix indices like (6,0,0,6), making it (0,6,6,0).
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funcs more easily.
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- Tidying up some inconsistent formatting
- Names of old IPO blocks are now included in the names used for new
actions. These are included after a "CDA:" prefix, (i.e. "_C_onverted
_D_ata _A_ction:"), which makes it easier to browse through these
actions later.
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