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2010-01-26modifier.c has all its vergex group index lookups inline, use ↵Campbell Barton
get_named_vertexgroup_num() instead. no functional changes.
2009-12-21Solidify modifier for Durian (allow cloth sim on single layer and make solid ↵Campbell Barton
after) Mostly the same as the recently added editmode tool with some extras. * Options to disable filling in the rim between inner and outer surface, since its faster not to detect this in cases where its not needed. * Option to disable high quality normal calculation, mostly noticable when operating on building walls, not needed for cloth or more organic shapes. * Option to disable 'even thickness', again, not needed in some cases. Also options for creasing inner/outer and rim edges, need this for makign Sintels cloths solid since zero crease looks far too soft. note: * UVs and VCols etc are copied to the new skin however rim faces dont get the UVs or vcols set from the faces they are created from yet. * Normals are assumed to be pointing outwards * used patch from Uncle Entity as a template since it added the DNA and RNA entries but the actual modifier from the patch wasnt used.
2009-12-09Sculpt Branch:Brecht Van Lommel
* Smooth brush works again for multires. * Optimal Display option for multires modifier, same as subsurf.
2009-12-07Sculpt Branch:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
2009-11-28Mesh Deform ModifierBrecht Van Lommel
* Now support a Surface mode next to the existing Volume mode. This binds the mesh to the cage mesh surface rather than it's volume. * Implemented reusing the bone heat weighting code. * Advantage is that it works for cage meshes that are not volumes and that binding is much faster. * Weak point is that disconnected components of a mesh are not guaranteed to stick together (same problem exists with bone heat weighting). * Bind weights could still be compressed better to use less memory. Example file: http://download.blender.org/ftp/incoming/cloth_mdef_surface.blend
2009-11-25Sculpt: MultiresBrecht Van Lommel
* Displacement coordinates are now stored differently, as a grid per face corner. This means there is duplication of coordinates, especially at low subdivision levels, but the simpler implementation justifies it I think. * ToDo: conversion of existing multires files (2.4x or 2.5x), loading them may even crash now. * Editmode preservation/interpolation code also has not been updated yet. * Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh, which should be more memory efficient. * There are still bad memory peaks (if you're using 32bit) when subdividing or propagating displacements. Though at least there should be no huge memory blocks allocated, which windows is now to have trouble with. * Still found some weird spike artifacts at lower multires levels, some also happening before this commit. Perhaps computation of tangents needs to be tweaked more. * Multires modifier now has viewport, sculpt and render levels. Also the levels have been made consistent with subsurf, previously the same level of subdivision was one less for multires. * Both multires and subsurf modifier now can have their subdivision level set to 0 for no subdivision.
2009-11-052.5 Modifiers: mesh deform, boolean and decimation work again.Brecht Van Lommel
2009-10-22Shape KeysBrecht Van Lommel
Blended shape keys can now be displayed & edited in edit mode. This is much like showing an armature modifier in edit mode, and shape keys now are a applied as a virtual modifier (for mesh & lattice only, curve doesn't fit in the stack well due to tilt). The main thing missing still is being able to switch between the active shape key in edit mode, that's more complicated.. but the weights of other shapes can be edited while in edit mode. One thing to be careful about is that this does automatic crazyspace correction, which means that if you edit a shape key with a low value, the actual vertices will be moved to correct for that and actually move a (potentially much) longer distance. Also includes some UI tweaks, mainly placing some buttons horizontally since the vertical list was getting too long.
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
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.
2009-09-22RNA: added a "factor" subtype next to "percentage", and only displayBrecht Van Lommel
% sign for percentage assuming it is between 0-100, while factor is for values 0-1. Move collision setting absorption from modifier to collision settings, was inconsistent to have it there as the only one, and made it have range 0.0-1.0 instead of 0-100.
2009-09-14remove doubles uses an operator property for the merge distance. it no ↵Joseph Eagar
longer reports number of merged verts to the user, as this violates operator nonmodality and messes up last operator panel workflow.
2009-09-142.5 mesh cleanup: merge tools all work againJoseph Eagar
2009-08-26Smoke:Daniel Genrich
* Deleting high res modifier again * fixing smoke + continue physics drawing * fixing cache reset when changing dissolve
2009-08-21Hook Modifier - Bone TargetsJoshua Leung
Made Hook Modifier be able to use bone targets. However, I haven't been able to verify that everything will work perfectly, since just creating a new Hook Modifier and assigning targets doesn't set hmd->indexar correctly.
2009-08-212.5: Modifiers & MenusBrecht Van Lommel
* Popup menus now remember the last clicked item again. * Modifier and File Format menus are now organized in multiple columns with categories. * Hook, explode, uv project modifiers have all their buttons again with the relevant operators implemented. * Modifiers that can't be added by the user, or don't work on curves for example, are not in the menu anymore. * Fix search menu overlapping buttons when near the bottom of the screen. * Fix uv layers search menu not working in some modifiers. * Cleanup popup menu code a bit, layout engine is used in more cases now instead of ugly position calculation code.
2009-08-20Smoke:Daniel Genrich
* cache for low res (deactivating high res for now) * new way of view3d rendering of smoke (no longer 3 axes) -using 3dtexture now (introduced into gpu/intern) * introducing LZO and LZMA libs into extern (makefiles missing for now) * reducing memory usage after simulating for the frame ended (freeing temporary buffers) * splitting smoke into 2 modifier for the cache-sake (it cannot handle more than 1 cache on the same modifier-index) * no color on gui anymore * fixing non-power-of-2 resolutions (hopefully) * fixing select-deselect of domain drawing bug * fixing drawobject.c coding style (making Ton happy) ;-) HINT #1: If scons doesn't work -> cmakefiles are up-to-date, couldn't test scons (but i tried to mantain them, too) CODERS HINT #1: we really need a way to disable adding all modifiers through "Add Modifiers" dropdown! WARNING #1: before applying this commit, deactivate your SMOKE DOMAIN in your old files and save them then. You can open them then savely after that. WARNING #2: File and cache format of smoke can be changed, this is not final!
2009-08-12New point cache file format:Janne Karhu
- HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-07-30BF2.5: First commit of smoke code.Daniel Genrich
Not working: a) rendering (since volumterics branch is not merged yet) b) moving collision objects of any kind c) saving of collision objects (because that's what I am working on) d) pointcache e) A bunch of other things I already know of So please do not report any bugs on this one yet :-)
2009-07-21Initial code for boids v2Janne Karhu
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.
2009-07-05Added a particle instance modifier option to use particle size.Janne Karhu
2009-07-04A bunch of fun stuff now possible because of new pointcache code:Janne Karhu
* Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-01-06Got rid of old multires code, brought in multires modifier from Nicholas Bishop
soc-2008-nicholasbishop branch. Note: any old code with multires_test() or multires_level1_test() can just be deleted, not needed by the multires modifier.
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.
2008-09-27Merge of SimpleDeform modifier from soc-2008-jaguarandi branchAndre Susano Pinto
http://wiki.blender.org/index.php/User:Jaguarandi/SummerOfCode2008/SimpleDeform
2008-09-24Made Object-level copy constraints work the same as for bones now tooJoshua Leung
2008-09-21Merging fluidcontrol to trunk from rev16649 fluidcontrol branch. Code ↵Daniel Genrich
provided by Nils Thuerey.
2008-09-03Clean up merging conflictDaniel Genrich
2008-08-22svn merge -r 16060:16222 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-22Merged shrinkwrap modifier from soc-2008-jaguarandiAndre Susano Pinto
2008-08-22svn merge -r 16174:16215 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-19Particles now got that force-hiding feature, too --> jahka: please take a ↵Daniel Genrich
look :)
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 ;)
2008-08-15Simpledeform origin is no longer attache to parent by defaultAndre Susano Pinto
That was due to a current limitation on dag system.. that leads to cyclic dependencies. So now you can attach the origin of a simpledeform to an empty and mark whether its affected by the relative position of empty or the global one. brecht found a workarround to solve the cyclic dependency by using a parent of both the mesh and the control empty: empty_parent | |-> empty controlling simpledeform |-> mesh with simpledeform modifier
2008-08-14Added subsurface levels option to normal projection.Andre Susano Pinto
Now when doing normal projeciton is possible to ask it to project along the normals that the vertex would have if it was subsurfaced... this gives "better" projections on low polys. Point of this commit is to add the feature request from Eclectiel http://blenderartists.org/forum/showpost.php?p=1181531&postcount=9 workflow as Eclectiel wanted is now possible: to archieve a nice low-res retopology that aproximates a high-res mesh when subsurfaced: 1 - make base low-poly retopo 2 - apply a shrinkwrap with projection along normal.. and with SS level = N (where N>0) 3 - add a Subsurface with level N 4 - run bretch's script (ss_fit)
2008-08-13Fixed a typoAndre Susano Pinto
I was using the word "kept" (past tense) instead of "keep" (basic form). I hope my english teachter dont sees this commit xD
2008-08-13*Added documentation mainly at shrinkwrap.cAndre Susano Pinto
*removed commented code about the dropped shrinkwrap options *Removed references to "cut plane", "limitMesh".. its now called "auxiliar target" *Added option to shrinkwrap over an selected axis *"Normal projection" mode is now called "projection" since it can now project over "normal, and any combination X, Y, Z"
2008-08-04SimpleDeform modifications:Andre Susano Pinto
* Added "Lock axis" options on taper and strech/squash (suggested by ZanQdo) * Better control of deform factor (suggested by ZanQdo) * Added eModifierTypeFlag_AcceptsCVs (so it now accepts both curves and meshes)
2008-07-26Fixed simple deform strech/squash functionAndre Susano Pinto
2008-07-25Fluid control: WIP commit before weekend, not working is crashing on the ↵Daniel Genrich
first 3 frames
2008-07-25Converted shrinkwrap to a DeformOnly modifierAndre Susano Pinto
*the options "remove faces", "merge" points were removed *made shrinkwrap work with CVs (curves and nurbs surfaces) *cleanup shrinkwrap code.. (removed bruteforces and raytree methods)
2008-07-19*Added "kept" mesh above surface option on shrinkwrap to nearest surfaceAndre Susano Pinto
changed a few code relative to project over normal mode (to try to kept code generic and more independent of modifier itself)
2008-07-04*Added vertex groups on simple deformAndre Susano Pinto
*Fixed a few UI things *Make SimpleDeform and Shrinkwrap to use vertexgroup_get_vertex_weight, a similar function "static float vert_weight(MDeformVert *dvert, int group)" existed on modifier.c, changed it a bit and moved into BKE_deform.h
2008-07-04Added modes Squash and Strech to SimpleDeform (need testing)Andre Susano Pinto
CHanged the add modifier menu to show a submenu for selecting the type of simpledeform.
2008-06-27Modifications on simple modifierAndre Susano Pinto
+Added limits on bend +button to create an empty and make child of object +empty is now relative to object
2008-06-24Adding initial SimpleModifier (bend,taper,twist)Andre Susano Pinto
(I might only touch this code again late on the week :S, so here is a tmp commit)
2008-06-21svn merge -r 15202:15292 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-06-21Added cut-plane option.Andre Susano Pinto
Its now possible to project 2 planes over a model and get a cloth.. Tought it still has a few issues.. related with distance to kept from mesh.
2008-06-18Patch #8882 - Falloff in the wave modifierBen Batt
This patch adds the ability to specify a falloff radius in the Wave modifier. Currently only linear falloff is supported. Thanks to Michael Fox for the patch!
2008-06-17Added merge option to shrinkwrap when using projection mode (bruteforce for now)Andre Susano Pinto
Changed code to remove faces (now quad faces that got one vertice projected are turned on tri) Merge option is still not very usefull since shrinkwrap does not yet moves unprojected vertices