Age | Commit message (Collapse) | Author |
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* This is basically a total rewrite of the edge split algorithm. The old one didn't handle tris at all and quads were cut wrong in some cases too with the addition of not handling uv coordinates at all.
* This new algorithm uses a flag system to categorize different splits and the identical but rotated cases in a similar way to how marching cubes indexes different cases.
* It cuts quads and tris and creates proper uv's for the new faces too.
* I also renamed the option to "edge cut" to differentiate if from the edge split modifier and added an option to override a uv-channel in the exploded mesh with particle age as x-coordinate so that the shrapnel can be faded out nicely etc.
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enum since it makes no sense to have front and back enabled at once.
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optional, simply turning town the merge limit just simply do anything, and merging is off by default as this seems more logical behaviour
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- negative ray casts would invert the offset direction.
this meant if positive and negative were enabled at once and the mesh was slightly inside & outside the object it wrapped,
the offset would be applied in opposite directions.
This way the offset is always along the vertex normal.
- allow negative offset from RNA, could be useful and no benefit to disable.
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Giving modifiers more descriptive tooltips for "Vertex Group" fields
than just the useless/meaningless "Vertex Group name" tooltip they
used to have.
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Added new option for applyong modifiers on splines' points. This moves
tesselation point and path would be affected by modifiers which are applied on
splines' points.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
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* Show unborn was on by default, so smoke got emitted from all particles regardless of their birth time, not a good default in my opinion.
* What made things worse was that particles weren't shown in viewport, so you didn't even know the particles were considered alive from the very first frame! (Not rendering is a good default, but they should still be visible in viewport!)
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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the armature vertex group options only apply to Multi-Modifier, rename and edit the UI to make this clear.
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Patch by Emil Brink, thanks!
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also changed displace modifier not to link object depgraph when not using object texturespace.
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This troubles were caused by "break" of ND_OBJECT case in outliner area listener,
so not all cases were handled.
Handle more data and actions in outline listener, but not refresh when it's
actually unneeded (there where problems with it without that "break" -- extra
refreshing could be made).
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triangle in the button would change a decimal which was not seen in the UI.
* Made Decimate slider a percentage slider (as the dna name says percent as well).
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Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
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Pointcache changes.
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
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enabled.
- all C/C++ files in blender are now utf8 compatible.
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- remove MEM_guardedalloc.h from header files (include directly)
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was inconsistent.
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Lattice modifier only shows lattices types, Shrink wrap only meshes etc.
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and reopen it.
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or get it from the context instead.
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- Bugfix for display problems in shaded view: Reverting to wire display mode for domain.
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2.5 beta release
also uncommented console some code for testing by mistake & remove warning.
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- Bugfix for using uninitalised velocity in case of PART_PHYS_NO (reported by MiikaH)
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(domain border collision settings, vorticity settings, time scale, non absolute density, smooth high res emitter, initial velocity multiplier, high res strength available to be set to 0), b) Additions by me: --Initial velocity is now per flow object, not per domain; --Using boundingbox as standard display mode for domains (was wire before); --When adding a flow object, an initial nice SmokeParticle system is added too with nice initial settings (life=1, no_render, unborn, etc) fitting smoke simulation; --Adaptive timesteps introduced to the smoke sim (depending on the magnitude of the velocity) because it was quite unstable when used for fire simulations, still needs to be tested and will also slow down some simulations.
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Metric or Imperial - minor
- pick the closest unit that matches the existing step size.
- set the distance subtype on some camera flags.
- commented mesh flag 'ME_ISDONE' its nolonger used.
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more a communication problem but Ed Britton raises a valid point that often you want the original faces so changing the default offset to -1.0.
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mostly the startup.blend was trailing behind. Also renamed B.blend.c.
* Lamp shadow buffer was Classical instead of Classical Halfway.
* Point Lamp was named "Spot".
* Render resolution is 50% 1080p.
* Scene and material bake/use tangent space normal maps.
* Remove empty text datablock.
* Enable auto ray bias on material.
* Change default material diffuse color to match new material.
* Mist start/depth from 0/0 to 5/25 so it does something.
* AO uses Add instead of Multiply.
* Change world colors for new world same as startup.blend.
* Default cube rotation was 0,-0,0 now 0,0,0.
* Enable relative/filter/hide files in user preferences.
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path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
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a bit arbitrary but with most cases where solidify is used in durian we get UV texture stretching since there is no way to access the newly created size faces this gives us a way to switch out the material on the rim.
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* Greying out for Smoke High Resolution Panel.
* Code cleaning, removed some unnecessary declarations.
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* filename == "foo.ext"
* filepath == "/path/to/and/including/foo.ext"
this was alredy followed in some places not not everywhere.
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mistakes in makesrna
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