Age | Commit message (Collapse) | Author |
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It's implemented as a separate constraint instead of adding properties
to the existing constraints.
Motors only apply linear and angular impulses and don't limit the
movement of rigid bodies, so it's best to use them in conjunction with
other constraints to limit the degrees of freedom.
Thanks to Markus Kasten (markus111) for the initial patch.
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Clean up DNA comments.
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Scons used to fail because of couple of reasons:
- CMake does have WITH_DNA_GHASH enabled, Scons not
Which is a good question why?!
- This makes Cmake including BLI_utildefines in dna_genfile.c,
but scons missed this include
- This damn "bool" thing requires BLI_utildefines
And last question here is why would we want to use bool here =\
It's just always ends up in headache without any visible benefit
of using it.
Well, at least now svn shall be compilable again..
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from Lawrence D'Oliveiro (ldo)
notes from tracker:
use bool for return type from BLI_remlink_safe, necessitating including BLI_utildefines.h in BLI_listbase.h
get rid of duplicate BLI_insertlink, use BLI_insertlinkafter instead.
A few places which were using BLI_insertlinkafter (actually BLI_insertlink), when it would be simpler to use BLI_insertlinkbefore instead.
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from Lawrence D'Oliveiro (ldo)
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Highlight background depending on number of tracks existing on frame.
This is not so much mathematically accurate displaying where things
shall be improved, but it's nice feedback about which frames better
be reviewed.
Bad frames are tracks < 8, highlighted with red.
OK-ish frame are 8 <= tracks < 16, highlighted with yellow.
Could be some artifacts with color region start/end, this is a bit
unclear what exactly expected to be highlighted -- frames are
displayed as dots, but in fact they're quite noticeable segments.
---
svn merge -r54572:54573 ^/branches/soc-2011-tomato
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to check on the active group or all groups.
notes:
- vertices with zero weights are considered the same as vertices outside of a group.
- currently these show black but this can be made a theme color.
- multi-paint overrides this option (noted in description)
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besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
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* Removed "rotfrom" from particle RNA/DNA, was not used anywhere.
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white background color
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Justa cluster did not have enough memory to handle all Mango 4k scenes.
Option is default disabled and can be enabled in the performance panel.
- At Mind -
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Now we flag the world for update on frame change and only call
BKE_rigidbody_do_simulation() when needed.
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The do-version handling for Userdef is outside file reading, which makes
it needed to store the file version in UserDef, so it gets the correct
version to handle.
Thanks Antonis R. for pointing at the omission!
Also removed the mindboggling define. If you do such, then make it
like "MAIN_VERSION_OLDER_THAN() or so.
In general version hacking could be limited much better... ask me
before even thinking to add one, most optimal is to do it in a way
it's not depending on a version ever - forward/backward compatible.
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Caused by my assumption that alpha wasn't used for vertex colors.
Infact it is used by blender-internal rendering, but typically only for blending strand particles.
Updated comments to note this.
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Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
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The use alpha option moved from the texture datablock to the image, and now it
will duplicate the image datablock in case you have one texture using alpha and
the other not.
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As per discussion and analysis of all trackpad usage, we now
follow this convention:
- Blender follows system setting for trackpad direction preference.
- If you set your system to "natural" scroll, we need to invert a couple
of cases in Blender we do "natural" already. Like:
- view rotate (the inversed option just never feels ok)
- scroll active items in list or pulldown menu (up/down is absolute)
- ALT+scroll values in buttons (up/down is absolute)
The new User Preference setting "Trackpad Natural" handles this.
For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.
(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
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added constants.
moved the code to a separate class. so it can be reused for other nodes
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makes it possible to specify an offset relative to the render resolution (so 0.5
is half the image rather than giving the number of pixels). It's a bit late but
it's a trivial change and needed for 4k mango render.
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verts since the face stores these already.
also remove ScrArea.cursor, historic runtime variable.
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this patch enables the translate node to wrap around the image borders. This is especially needed if the translate node is not used to position elements on a layer but when it is used instead for seamless backgrounds like mountains or clouds that should be repeated over time (by animating the x/y values).
No trunk without docs! So here is my documentation: http://wiki.blender.org/index.php/User:Plasmasolutions/TranslateNodeExtension
The code is properly documented and should be easy to read and understand. When there are any problems or issues, please comment, I'll tackle them right away!
Greetings, Thomas Beck
* optimized determination dependant areas
* fixed some issues with scale node
There are still some issues when scaling very small values (x=0.0001)
- At Mind -
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This means you can for example, uv unwrap in quad-view and change settings in the toolbar without defaulting back to the first quad-view region available.
This may be displayed to the user later, for now this is set on executing registrable operators.
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* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
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Conflicts resolved:
source/blender/blenfont/SConscript
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_scene.c
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- Cycles materials now render in Blender Internal too, skipping the nodes.
Not very useful, but at least things then show up on renders and in
previews.
- Node editor: if wrong shader nodes are in a tree, they draw with thene
color RED ALERT headers now. (Switching render engine will show it).
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defines/enums.
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This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
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Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.
Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
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Behaves like the generic constraint but has optional spring on each axis.
TODO: Add option to set rest length.
Patch by Markus Kasten (markus111), thanks!
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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 read/write/interpolate functions.
In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().
Rigid body cache is drawn in the orange color of the bullet logo.
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Force fields work with rigid bodies just like they do with other simulations.
Increase min and max strength of force fields so they can influence heavy rigid
bodies.
TODO: Adjust force field strength based on the time step taken.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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This was left over from 2.4x days and is not used anymore.
Now simulations are always interactive.
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Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
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dir() on context, hard-code common paths.
eg:
bpy.context.scene.render.resolution_x = 1921
bpy.context.object.data.use_auto_smooth = True
bpy.context.object.active_material.diffuse_intensity = 1
bpy.context.scene.world.exposure = 0.1
also remove duplicate GS() defines
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supports MDD and PC2 formats.
see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
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sense here since its next to draw extra wire
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operator in the reverse direction.
http://wiki.blender.org/index.php/User:Apinzonf/shape_enhanced
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patched all previous texture paint brushes to use tiled mapping since
mappping is now shared between 2d and 3d painting.
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