Age | Commit message (Collapse) | Author |
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There were a bunch of other issues with dupli motion blur and syncing, the problem
being that there was no proper way to detect corresponding duplis between frames
or updates. As a solution, a persistent_id was added to the DupliObject. It's an
extension of the previous index value, with one index for each dupli level. This
can be used to reliably find matching dupli objects between frames. Works with
nested duplis, multiple particle systems, etc.
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collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
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condition, set an explicit object flag to disable particle system modifier update during dupli list creation. This is more transparent and should prevent issues with hair path generation being skipped.
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with macro: OB_DATA_SUPPORT_ID()
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normalise->normalize).
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- makesdna wasn't checking whether such scalars are aligned to 8 bytes.
Now it should be handled correct.
- Some scalars in Object structure weren't 8 bytes aligned, which lead
to some incorrectly loaded files.
Fixed by adding void *pad. It's a bit tricky part of patch, but can't
see clearer way to make alignment correct
Usually ints/chars were used for padding, but in this case there are
some leading pointer properties before int64 properties and using
pointer as a padding resolves alignment on both 32 and 64 bit
platforms.
Using pointers as padding weren't needed before, because all types
were correctly aligned independent of whether pointers are 4 or 8
bytes.
This fixes #31774: Empty offset Y parameter is resetting
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information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).
Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
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deactivation time from python and GUI.
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The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is
set to 0).
These settings help reducing the processing spent on Physics during the game.
Previously they were only accessible from python but not working because of a bug.
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.
Python API:
import PhysicsConstraints
PhysicsConstraints.setDeactivationLinearTreshold(float)
PhysicsConstraints.setDeactivationAngularTreshold(float)
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===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
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OB_TYPE_SUPPORT_EDITMODE()
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problem was that BMesh had tessellation call when undo pushes were called.
if python called an operator with no undo push, tessfaces would not be created.
fix this by making it the responsibility of each editmesh operator to re-tessellate, as it is with notifiers and depsgraph.
added EDBM_update_generic() function to add notifier, tag for depsgraph update and optionally re-tessellate.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
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branch has run out of bits
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this means use of deprecated struct members gives a warning.
- makesdna.c preprocessor skips this.
- DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings.
- this exposes some use of deprecated struct members, will deal with this after.
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broke forward compatibility. now the new values are copied into 'dscale' and existing ones remain.
this is annoying since now we have dsize and dscale, will look into a way to deprecate struct members next.
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incompatible, and unmaintainable Time Offset cruft.
- Slow Parenting lives another day (just), although it now carries
appropriate cautionary disclaimers. It's only really for the Game
Engine nowadays, as that's the only place where it can possibly work
with any reliability.
- "Animation Hacks" panel is now "Relations Extras". I could've merged
the two panels, though I figured these options weren't that frequently
used to justify taking up screen-space by default along with the panel
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- remove 'path' pointer, wasnt used anywhere.
- remove comments about what each game flag 'bit' does, these are defines now.
- reduce the size of DupliObject 8 bytes.
also commented some of the struct members.
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physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
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Separate DNA properties for bounding box used for bounding box display
in 3d viewport and bounding box used for collision detection in game engine.
Bumped subversion for proper updating old files to new system, but it
need more complex testing.
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http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* This adds a Rendered draw type in the 3D view, only available when
the render engine implements the view_draw callback.
* 3D view now stores a pointer to a RenderEngine.
* view_draw() callback will do OpenGL drawing instead of the viewport.
* view_update() callback is called after depsgraph updates.
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http://markmail.org/message/fp7ozcywxum3ar7n
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- OB_BOUND_POLYT --> OB_BOUND_CONVEX_HULL
- OB_BOUND_POLYH --> OB_BOUND_TRIANGLE_MESH
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comparing range, some using ELEM#(), once was missing metaball check.
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Added a tool-tip to the "fix deforms" op.
Removed code markers:
"Radish"
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They weren't & aren't meant to show ownership, they just help me navigate my related code.
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- rename RNA bDeformGroup.flag to "lock_weight"
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Adds new speaker object type.
Notes:
* Needs some nice icons
* Quickily review by Joshua Leung (5 mins)
* Properties UI updated (with help of Thomans Dinges)
* Speakers have their own theme color
* No real audio functionality yet.
* Minor bug regarding lamps/lattices fixed in interface_templates.c
I personality tested:
* Creation, Deletion, Duplication
* Saving, Loading
* Library linking (incl. make local)
* Tracking
* Dope Sheet, Outliner
* Animation
* Drawing (incl. Theme)
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(No conflicts had to be manually resolved)
Gave weight paint a basic ability to draw edges and vertices with an option
(with colors for selected/unselected),
but I didn't make any vertex selection functions available in weight paint mode yet
(tested with edit mode for now).
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Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
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