Age | Commit message (Collapse) | Author |
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Add blank lines after file references to avoid them being interpreted as
doc-strings the following declarations.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Being granular means we need to re-build depsgraph a bit more often..
The issue was caused by rigidbody requiring some special nodes to
handle physics which were not created with just tagging object for
update.
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identifiers.
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- add checks so rigid-body operators only return FINISHED when they make some changes to the scene.
- remove (scene == NULL) checks, poll already catches these.
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Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.
Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.
The position and orientation of the constraint object is the pivot point
of the constraint.
Constraints have their own group in the rigid body world.
To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.
Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic
Note: constraint limits aren't animatable yet).
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Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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http://markmail.org/message/fp7ozcywxum3ar7n
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* Unused functions
* Uninitialised vars
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Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
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Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
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Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
* Closest collision object in negative z direction is considered as ground.
* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
* Many new rules and many still not implemented.
* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
* This is in addition to the boids own system of course.
* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
* This allows forcing boids somewhere.
* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.
Other new features:
- Particle systems can now be named separately from particle settings.
* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.
Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)
Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
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All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.
* Added near empty soft body, fluid, field and collision panels,
tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
updates after pointcache refactor?
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