Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2009-05-24+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell ↵Erwin Coumans
Barton/ideasman for confirming it is ok to rename it) + fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too) + added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
2009-05-24Set default constraint solver mode more compatible to Blender 2.48 settings, ↵Erwin Coumans
this fixes rigid body stacking in this blend file: http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102 (todo: expose this setting in World setting GUI) Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT. Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering). Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-17BGE: new sensor object to generalize Near and Radar sensor, static-static ↵Benoit Bolsee
collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-04-14BGE PhysicsCampbell Barton
Clamp objects min/max velocity. Accessed with bullet physics from the advanced button with dynamic and rigid body objects. - useful for preventing unstable physics in cases where objects move too fast. - can add linear velocity with the motion actuator to give smooth motion transitions, without moving too fast. - minimum velocity means objects don't stop moving. - python scripts can adjust these values speedup or throttle velocity in the existing direction. Also made copy properties from an object with no properties work (in case you want to clear all props)
2009-04-14BGE: Occlusion culling and other performance improvements.Benoit Bolsee
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional
2009-03-09Add support to lock individual axis during rigid body simulation, for ↵Erwin Coumans
translation and rotation. This makes it easier to do 1D or 2D physics (tetris, blockout) todo: create some example/demo.blend.
2008-11-11Chain rotations for objects and pose bones (for teamto)Martin Poirier
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once. Notes: [1] This could be expended to other transformations if needed. [2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
2008-09-28BGE patch: create new BulletSoftBody data block to store bullet soft body ↵Benoit Bolsee
specific parameters. Previously we tried to share the parameters with the blender render soft body but there were too many differences. MSVC project files updated.
2008-09-25re-use some Blender soft body settings for Bullet game soft bodiesErwin Coumans
2008-09-25BGE patch: add Debug button next to object state. The object state mask will ↵Benoit Bolsee
be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name).
2008-09-25BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() ↵Benoit Bolsee
Python function.
2008-09-17BGE patch: bullet buttons UI change after discussion with Erwin: use a drop ↵Benoit Bolsee
down instead of a series of buttons. Introduction of soft body option.
2008-09-14BGE patch: new Physics button and margin parameter in Logic panel. Change ↵Benoit Bolsee
subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-07-27Patch #17336: Lock bones in edit modeJoshua Leung
Submitted by: Lorenzo Pierfederici (lento) This patch adds the ability to lock transformation on bones in edit mode, to protect them from accidental editing. Bones can be locked from the editing buttons, the transform property panel, the specials popup menu or the python api.
2008-06-22BGE patch: add state engine support in the logic bricks.Benoit Bolsee
This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-05-22Comments!!1Martin Poirier
2008-04-27remove old particle system.Campbell Barton
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-01-19add the option to add the parents time offset value.Campbell Barton
2008-01-182 new timeoffset buttons in the animation panel "Ofs" and "Rand"Campbell Barton
Useful when animating many objects falling at different times (for instance).
2007-12-30== PoseLib - Overhauled Implementation ==Joshua Leung
Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better. Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active. Notes: * Each Armature Object has an Action which acts as a PoseLib. * Improved UI presented in buttons panel for this -- added proper buttons for action assigning -- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found) Like in the 3d-view, use the hotkeys: * Shift-L to add a local marker * Ctrl-Shift-L to rename a local marker * Alt-L to delete selected local markers Note: transforms, etc. are not currently available with these markers == PoseLib Preview == Added a few features here: * Left/Right-Arrow keys now change the poses too (previous and next respectively) * Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
2007-12-15Render InstancingBrecht Van Lommel
================= Big commit, but little user visible changes. - Dupliverts and duplifaces are now rendered as instances, instead of storing all of the geometry for each dupli, now an instance is created with a matrix transform refering to the source object. This should allow us to render tree leaves more memory efficient. - Radiosity and to some degree raytracing of such objects is not really efficient still. For radiosity this is fundamentally hard to solve, but raytracing an octree could be created for each object, but the current octree code with it's fixed size doesn't allow this efficiently. - The regression tests survived, but with I expect that some bugs will pop up .. hopefully not too many :). Implementation Notes ==================== - Dupligroups and linked meshes are not rendered as instances yet, since they can in fact be different due to various reasons, instancing of these types of duplis that are the same can be added for them at a later point. - Each ObjectRen now stores it's own database, instead of there being one big databases of faces, verts, .. . Which objects that are actually rendered are defined by the list of ObjectRenInstances, which all refer to an ObjectRen. - Homogeneous coordinatess and clipping is now not stored in vertices anymore, but instead computed on the fly. This couldn't work for instances. That does mean some extra computation has to be done, but memory lookups can be slow too, and this saves some memory. Overall I didn't find a significant speed impact. - OSA rendering for solid and ztransp now is different. Instead of e.g. going 8 times over the databases times and rendering the z-buffer, it now goes over the database once and renders each polygon 8 times. That was necessary to keep instances efficient, and can also give some performance improvement without instances. - There was already instancing support in the yafray export code, now it uses Blender's render instances for export. - UV and color layer storage in the render was a bit messy before, now should be easier to understand. - convertblender.c was reorganized somewhat. Regular render, speedvector and baking now use a single function to create the database, previously there was code duplicated for it. - Some of these changes were done with future multithreading of scene and shadow buffer creation in mind, though especially for scene creation much work remains to be done to make it threadsafe, since it also involves a lot of code from blenkernel, and there is an ugly conflict with the way dupli groups work here .. though in the render code itself it's almost there.
2007-12-15Patch #7916: New Empty Types - Sphere and ConeJoshua Leung
Submitted by: David Bryant (digikiller) This patch adds two new drawtypes for empties in Blender: * Sphere * Cone These draw with wireframes which are slightly more complicated than for other empties. However, this shouldn't really be an issue.
2007-12-05dont draw face dots when solidtex is enabled - added a macro to check this.Campbell Barton
relax pose was crashing - missing a check.
2007-11-30anim.c, buttons_object.c, readfile.c, BKE_blender.h - dupliFace scale ↵Campbell Barton
option, needed for leaves. modifier.c, BKE_modifier.h - flag for modifiers to say they use pointcache, also new func modifiers_usesPointCache renamed //pointcache to //blendcache_blendfilename so blendfiles in the same dir dont conflict, and other to show this dir isnt limited to pointcache only (nodes way want to use this) wizard_curve2tree.py - better defaults for pretty tree's
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-10-24* Changing images in the UV view didnt work properly - reported as bug 7467 ↵Campbell Barton
(own error, broke on UV in editmode conversion) * when setting the face, images with alpha's will set the texface's alpha option. * added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly. * made a macro for checking if the object will draw with textures * textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked. * Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
2007-08-28Patch #7081:Joshua Leung
Submitted by: David Bryant This patch adds 2 new drawtypes for empties (circle draws a 2d-circle on the x-z plane, and cube draws a regular cube), and allows empties to be used as custom bone shapes. I've modified the patch a bit to fix up weird formatting, optimising the circle-drawing method, but the cube-drawing function has been maintained. In the process, I also moved the mesh-specific code in draw_object_instance to draw_object_mesh_instance so that empties can be used by whatever else might use draw_object_instance too.
2007-07-30removing unused dnaCampbell Barton
2007-07-19added commends to some DNA_*.h files - as well as some TODO's for removal.Campbell Barton
header_view3d.c was doign an implicit declaration also.
2007-07-15== Constraints System ==Joshua Leung
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-06-03Bugfix #6799Ton Roosendaal
Particle system was messing up depsgraph tags, causing bad results in commandline renders especially (or in rendering first frame of animation). Fixed with introducing a temp storage tag in Objects. The real fix should be to make particle systems behave nice inside the depsgraph.
2007-04-14added missing 'import bpy' from uvcalc_smart_projectCampbell Barton
removed 2 unused vars from DNA_object_types.h
2006-12-10== NLA Editor ==Joshua Leung
Strips under an object's strip in the NLA editor can now get collapsed, like items in the Outliner. Once an object's strips have been collapsed, it is still possible to add strips to that object; Other operations will not be possible.
2006-12-05Modifier Stack: Limit calculation to required data.Ben Batt
This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
2006-12-05Damn! Commit for render passes in wrong dir....Ton Roosendaal
2006-12-01- enabled compound collision objects, requires 'clear parent inverse'Erwin Coumans
- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-11-30Proxy Objects revisited!Ton Roosendaal
The first incarnation assumed that proxies were local objects per definition. Unfortunately that makes it impossible to - for example - reference-link an entire Scene with proxies, to be used as a special character set. This commit makes the proxy implementation also a bit more clear. Related work: the scene-sets were not executed fully or correctly for the dependency graph. That happens now (in 3d view) as well.
2006-11-29Duplicator feature:Ton Roosendaal
Vertex/Face/Frame duplication now draws using OpenGL display lists. Makes drawing go much faster (2-5 times, depending on size of duplicated object). This system uses boundbox checks too, so outside of view it draws faster. Note for face duplication: I've fixe a bug for incorrect alignment when the parent was rotated when a parenting happened, the 'inverse parent correction matrix' then messed up alignment. For face duplication it now works OK, but for vertex-dupli not... need a way to fix this backwards compatible.
2006-11-29New feature: Face Duplicators. Like vertex-duplicator, but now on a faceTon Roosendaal
center, rotated according to face edges, and optionally with scale of the face. http://www.blender3d.org/cms/Face_Duplicator.828.0.html Also: bugfix in undo/redo for relinking data to the UI. It was not checking for Library data, accidentally linking non-library data with same names.
2006-11-20* Object level restrictions in outlinerMatt Ebb
This adds the ability to restrict an individual object from: - being visible in the 3D View - being selectable in the 3D View - being renderable with 3 columns of buttons in the outliner. These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation. The 3 columns of icons can be turned off in the Outliner View menu. Along with this is some small cleaning up in interface_icons.c and outliner.c.
2006-11-14Next level of Proxy support for animation: Proxy for duplicated groups.Ton Roosendaal
Notes: - Only referenced groups (from other files) - Only 1 group (no more duplicates using same group yet) - Only Proxy working well for Armature or Empty Is going to be reviewed in Plumiferos team; but target is that this will solve a major animation pipeline bottleneck :) Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-11Experimental feature, especially for the animation department:Ton Roosendaal
THE OBJECT PROXY Or simple said; local control of referenced data from libraries. Having library files with references is a very common studio setup, and Blender did do quite well in that area. Were it not that for character setups it was impossible to use still. This commit will enable a full rig+character to remain in the library, and still have - under strict control - local access for animation edits. Full log: http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-10-12* Added a new empty draw type - single arrow. This can be useful in situationsMatt Ebb
where you just need a direction, like a wind or vortex force field for example.
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-06-25Bugfix #4466 (half)Ton Roosendaal
Object 'active shape' was only 1 byte in object. OK. Let's sacrifice another byte for that then!
2006-06-13Last minute patch from Chris WantTon Roosendaal
Nkey "Properties Panel" now has Dimension ("Dim") buttons too. This reads from the actual bounding box value to see the size. Note that dimensions for animated & deformed objects will change per frame. (Cleaned up buttons layout for patch, and added support for Curve, Text and Surface objects)
2006-05-30Bugfixes 4082 4112 4172 4232Ton Roosendaal
Each report was about a different failure with Particles, all related to weak handling of animation systems and the depsgraph. Fix has 2 parts; depsgraph now signals "object recalc" to be for time changes; this then is used to bypass particle-building (since that's baked). Other part is better object caching while makig particles.
2006-05-06==Bugfix==Peter Schlaile
Made the frame boost from short to int (30000 -> 300000 frames) complete by walking through the source and finally changing all frame-variables to ints. This should finally fix the framecounter warp around seen in some buttons. If you step on any further problems that may arise starting from frame 32768 please just give me a hint and I'll fix it. (Sorry about that, didn't know enough about Blender, when I did it the first time...)