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2013-01-23rigidbody: Add rigid body constraintsSergej Reich
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).
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
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)
2013-01-21mesh-cache deform modifier,Campbell Barton
supports MDD and PC2 formats. see wiki docs: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-18move draw all edges into the object settings (object panel), makes more ↵Campbell Barton
sense here since its next to draw extra wire
2013-01-10Depsgraph hack feature - experimentalTon Roosendaal
Many depsgraph failures are because some data in the graph is being recalculated too early (or not at all). Since we better support animators with working renders, here's a hack to allow manual additional updates on frame changes. In Property Editor, Object, Panel "Relations Extra" you now have two buttons: - Extra Object Update - Extra Data Update This will do an extra update of object and/or its data ONLY on frame changes. Update happens as last. Tested on files collected in Wiki todo, several cases now work OK, especially the lags on updates.
2012-12-31style cleanupCampbell Barton
2012-12-30Add DNA/RNA/BKE infrastructure for dynamic-topology sculpt modeNicholas Bishop
* Add a detail_size field to the Sculpt struct, two new sculpt flags, and a Mesh flag for dynamic-topology mode; that's it for file-level changes needed by dynamic topology * Add RNA for the new DNA field and flags * Add a new icon for dynamic-topology created by Julio Iglesias. TODO: update the icon for the new SVG icon format * Add a SculptSession function for converting from BMesh to Mesh, handles reordering mesh elements and setting face shading
2012-12-28style cleanupCampbell Barton
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-17Object Layer property now has tag "not animatable".Ton Roosendaal
Even with new depsgraph that'll be a big problem to support. For as long layers define relationships or define evaluation this should remain a static state. Instead, animate outliner "visibility".
2012-12-13fix another crash from missing update in Auto-Merge from r52911Campbell Barton
2012-12-11Fix some RNA subtypes for collections' active/active_index props (some ↵Bastien Montagne
PROP_POINTER had PROP_UNSIGNED!). Harmless, but stupid ;)
2012-12-09Fix #33454: cycles wasn't hiding the original object used for dupliverts orBrecht Van Lommel
duplifaces like blender internal.
2012-11-26Fix #33310: unnecessary redraw of outliner when editing materials and textures.Brecht Van Lommel
2012-11-19BGE: The Step Height for a character physics controller is now set to 0.01, ↵Mitchell Stokes
which means that Step Height can no longer be 0, which causes issues such as those noted in issue #33221, "KX_CharacterWrapper inconsistencies and error," reported by Angus Hollands (agoose77). I've also added a do_versions() fix that will give objects with 0 Step Height sane defaults. This means old files will now work better with character physics.
2012-11-08Fix #33113: cycles not rendering motion blur correct with dying particles.Brecht Van Lommel
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.
2012-11-07code cleanup: use min/max functions rather then macros.Campbell Barton
2012-11-02all remove functions now invalidate the RNA objects passed, to help script ↵Campbell Barton
authors to avoid bugs with accessing removed data.
2012-10-30style cleanup & re-use DNA pad var with new collision group object settings.Campbell Barton
2012-10-30BGE: Adding support for Bullet's collision masks. Each object now has a ↵Mitchell Stokes
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.
2012-10-21A final bunch of UI messages fixes and tweaks, and some ↵Bastien Montagne
BKE_report()<->BKE_reportf() fixes.
2012-10-05code cleanup: de-duplicate enum.Campbell Barton
2012-10-05Cycles: add "From Dupli" option for texture coordinate node. This gets theBrecht Van Lommel
Generated and UV coordinates from the duplicator of instance instead of the object itself. This was used in e.g. Big Buck Bunny for texturing instanced feathers with a UV map on the bird. Many files changed, mainly to do some refactoring to get rid of G.rendering global in duplilist code.
2012-09-22code cleanup: make many functions staticCampbell Barton
2012-09-19code cleanup: make shape key api names consistent with our new convention.Campbell Barton
2012-08-26make SWAP macros typesafe using CHECK_TYPE macro.Campbell Barton
Its unlikely you want to do short -> int, int -> float etc, conversion during swapping (if its needed we could have a non type checking macro). Double that the optimized assembler outbut using SWAP() remains unchanged from before. This exposed quite a few places where redundant type conversion was going on. Also remove curve.c's swapdata() and replace its use with swap_v3_v3()
2012-08-20Sequencer: Python API for sequence modifiersSergey Sharybin
2012-08-12new parameter in assign_material() to specify where material shall be ↵Gaia Clary
assigned: object, obdata, by userpref(default) (as discussed with ideasman_42)
2012-08-12replace ELEM8(gs, ID_ME, ID_CU, ID_MB, ID_LT, ID_LA, ID_CA, ID_TXT, ID_SPK) ↵Campbell Barton
with macro: OB_DATA_SUPPORT_ID()
2012-08-08Accidentally did a commit when I wanted to revert... (ignore my last revision)Mitchell Stokes
2012-08-08(no commit message)Mitchell Stokes
2012-07-24mask layer rna api: add exception when removing incorrect masklayer from ↵Campbell Barton
mask, add mask.layers.clear()
2012-07-04More spell checking.Bastien Montagne
2012-07-03First load of spell and typo fixes (mostly UI messages, but also one or two ↵Bastien Montagne
pieces of code using mis-spelled names).
2012-06-27style cleanupCampbell Barton
2012-06-25Fix cycles not working in 3d local view, and missing update when toggling hidingBrecht Van Lommel
in the outliner.
2012-06-08Particle Info node for Cycles. This can be used to access particle ↵Lukas Toenne
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/
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== 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.
2012-05-12style cleanup: mostly whitespace in rnaCampbell Barton
2012-05-09style cleanup: whitespace/operatorsCampbell Barton
2012-05-06add back pose specials menu, also add back the ability to clear user ↵Campbell Barton
transforms on all bones (not just selected - mango request - was possible in 2.4x). - rename only_select op property to only_selected (both were used). - only do mingw workaround when building with FREE_WINDOWS defined.
2012-05-06Bugfix:Joshua Leung
While testing the other my previous commit (removing deformflag stuff), I noticed that trying to change set a parent object for the current object (via the Object Properties) would cause the current object to "blow up", and for cyclic dependency warnings to be spewed to the console. Adding a dummy usage of one of the vars here seems to solve it. Perhaps a case of weirdo compiler optimisations?
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-28Code and style cleanup in own modules in BKE and also mball moduleSergey Sharybin
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks) - Make functions which are used by mball.c only static and remove their prototypes from public header file. Further cleanup is coming.
2012-04-23corrections from an article about using PVS-Studio static checker with ↵Campbell Barton
blender - http://www.viva64.com/en/b/0145/
2012-04-15Style cleanup (mostly line length, also no final point in tips...).Bastien Montagne
2012-04-10Fix #30843: Blender Game in Metric Mode allows only a 10m Radius for ↵Sergey Sharybin
Collision Bounds. Now use soft limit of 0.01 .. 10.0 for radius but hard limit is 0.01 .. FLT_MAX