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2011-10-22header cleanup and typo'sCampbell Barton
2011-10-21misc cleanupCampbell Barton
- remove redundant casts - replace strcmp's with "" to just check first char. - added WM_event_print(), debug mode only to print events since the structs values are not that meaningful. - added warnings if locale/font dirs cant be found.
2011-10-16Particle dupliobject rotation changes:Janne Karhu
There has been quite a bit of fuss about particle dupliobject rotation in 2.59, so here are some changes to make things work a bit more consistently and predictably in 2.60. Much of the confusion has been about what the "Initial rotation" for particles actually means. Simply put it's just a vector that that the particles (and the dupliobjects) are aligned to and around which they can be rotated with the phase controls. I've now renamed these controls under a label "Rotation axis". In 2.59 and previous versions the dupliobject's global x-axis was aligned to the particle rotation axis for non-hair particles. This meant that the object's own rotation (in addition to the particle rotation) could effect the dupliobjects' rotations. This old behavior can still be used with the "Rotation" option in the particle render panel when object/group is set as the visualization. This option is also activated automatically for old files to maintain backwards compatibility. Now the default dupliobject rotations ignore the object's own rotation completely and align the object's tracking axis to the particle rotation axis. The tracking axis can be found under the Object tab -> Animation Hacks panel. In 2.58 the way of calculating the rotation for hair didn't work as intended and enabled many non-functional combinations of options. For this reason I removed most of the rotation options for hair in 2.59. Now the options have been reimplemented better and the dupliobject's tracking axis is aligned to the hair direction by default (Rotation axis = Velocity / Hair). All the other axis options work too along with the phase controls.
2011-10-15keep particle system names uniqueCampbell Barton
2011-10-07rna_ParticleDupliWeight_name_length was returning an incorrect value. ↵Campbell Barton
Zealous debug checks are testing the (buf[len] == '\0')
2011-09-29Minor: Other UI strings typos and tweaks.Bastien Montagne
2011-09-26add missing imports to wm.py and remove "." from rna descriptions.Campbell Barton
2011-09-25Committing patch #27442: Adaptive time step for fluid particles. The number ofAlex Fraser
subframes can now be altered automatically while an SPH (fluid particle) simulation is running.
2011-09-25patch [#28616] Multiple particle systems supportCampbell Barton
from Andrea Rugliancich (andrearu01)
2011-09-05Code cleanup: warning fixes.Brecht Van Lommel
2011-08-28- use static vars and functions where possible.Campbell Barton
- use NULL rather than 0 when used as pointers.
2011-06-23More flexible size options for particle billboards. This adds scale factors ↵Lukas Toenne
for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards. In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-01Fix #27550: texture node editor header was still showing texture datablockBrecht Van Lommel
selector even if there is no active texture slot or node, now it's disabled in that case.
2011-05-31tag unused rna args.Campbell Barton
2011-05-26add the property as an argument to enum item functions, not used yet but ↵Campbell Barton
needed for dynamic python enums.
2011-05-17RNA glitch: particle path step values had soft & hard limits the wrong way ↵Janne Karhu
around.
2011-05-15Patch [#27344] 300+ New/changed tooltips by Davis Sorenson (dsavi). Thanks a ↵Thomas Dinges
lot! Reviewed by Tom Musgrove and myself. From the patch description: ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why. Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
2011-04-21converted more mixed tab/space indentations to tabs. only whitespace changes.Campbell Barton
2011-04-11patch [#26861] Spelling, Typos, and GrammarCampbell Barton
- also fix own bad assert from yesterday & remove testing cmake print.
2011-04-04Fix for [#26747] Crash accessing dynamic hair RNAJanne Karhu
* Removed hairkey.co_dynamic. The hairkey access is now simplified so that hairkey.co are the dynamic coordinates whenever the hair is dynamic.
2011-04-04Fix for [#26750] Particles Can Only Address first 16 Material IndexesJanne Karhu
* The rna maximum hadn't been updated when the maximum material count was increased.
2011-03-28- quiet new warnings with gcc 4.6Campbell Barton
- use BLI math funcs for normal float/short conversion. - correct some un-intentional float/double promotions.
2011-03-25fix [#26601] Python error when use of autocompleteCampbell Barton
Was a naming collision with 'keys' python method, reserve keys/items/values/get for python. Updated animsys_update.py for shapekey data paths. renamed: Particle.hair --> hair_keys Particle.keys --> particle_keys Key.keys --> key_blocks EnumProperty.items --> enum_items KeyMap.items --> keymap_items noted: http://wiki.blender.org/index.php/Dev:2.5/Py/API/Updates#Since_2.56a
2011-03-23tweaks not to load webbrowser or math modules on startup.Campbell Barton
2011-03-23Fix for 1. in [#26212] ParticleSystem.particles issuesJanne Karhu
* Exposed dynamic hair data in rna to allow exporting hair dynamics.
2011-03-21Changed the particle physics "timetweak" value to a more descriptive ↵Janne Karhu
"timestep" value, which is in seconds. * Done purely in rna, internally particles still use the timetweak value.
2011-03-12Completely refactored sph fluid particles. Only the very core of the ↵Janne Karhu
algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-09Fix for [#26372] Objects as PS Hair displays and renders differentlyJanne Karhu
* Grid distribution isn't really suited for hair, so this is now disabled. * Setting a jittered distribution with particles/face = 1 now creates particles on the center of faces. * Quite a bit of cleanup of the whole particle distribution code.
2011-02-27doxygen: blender/makesrna tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-13Small addition to particle grid distribution:Janne Karhu
* New option to distribute particles in a hexagonal grid. * This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :) * Also some small scale code cleanup of grid distribution code.
2011-02-13Small update for billboards:Janne Karhu
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies) * Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
2011-02-12Small particle effectors update:Janne Karhu
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction. ** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/. **The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed. * I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system. * Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12Particles todo item: particle texturesJanne Karhu
* Effecting particle properties with textures was possible in 2.49, but not in 2.5 anymore. * Now particles have their own textures (available in texture panel for objects with particle systems), which are totally separate from the material textures. * Currently a basic set of particle properties is available for texture control. Some others could still be added, but the whole system is not intended as an "change anything with a texture" as this kind of functionality will be provided with node particles in the future much better. * Combined with the previously added "particle texture coordinates" this new functionality also solves the problem of animating particle properties through the particle lifetime nicely. * Currently the textures only use the intensity of the texture in "multiply" blending mode, so in order for the textures to effect a particle parameter there has to be a non-zero value defined for the parameter in the particle settings. Other blend modes can be added later if they're considered useful enough.
2011-02-07Hair ui simplification:Janne Karhu
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui. * Now these settings are hidden by default unless "advanced" hair options are shown. * Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units. * Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-04Improvements for particle grid distribution:Janne Karhu
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects). * Grid distribution for flat objects is now done on the surface object surface without offset. * Invert grid option wasn't in ui and it didn't work for non-volume grids. * New parameter to randomize the grid point locations. * Resolution soft/hard limits changed to even 50/250.
2011-02-04hard- and ui-limit for particle grid resolution were vice versa.M.G. Kishalmi
2011-01-22"Fix" for [#25766] Fluid Particle BugsJanne Karhu
* Argh, particles tab was showing the whole "non applicable settings for fluid particles"-galore as the particle type "fluid" can't be checked from rna using the settings type value. Now the ui is a lot cleaner and only settings that actually effect the fluid particles are shown.
2011-01-09Viscoelastic springs for sph particle fluids, original patch by Stephen ↵Janne Karhu
Whitehorn (chickencoop) * Viscoelastic springs between the fluid particles can simulate all kinds of viscous and elastic substances, such as jelly and honey. This is achieved by creating springs dynamically between neighboring particles and adjusting their rest length based on stretching/compression. * This nearly completes the currently intended functionality for particle fluids. The last missing thing is a surfacing extraction algorithm, which is needed for a proper representation of a sph fluid. * I also cleaned up and renamed some of the fluid parameters to make the ui a bit easier to understand. * One addition to the patch is an option to use "initial rest length" for the springs, which uses the lengths between the particles at the time of spring creation as the spring rest lengths instead of interaction radius/2. This makes the fluid keep it's original shape better (good for very viscoelastic materials), but can create large density differences inside the fluid (not really physically correct for a fluid). * Viscoelastic springs are stored in point cache as extra data.
2011-01-09Fix typo in particle rnaMatt Ebb
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-07New hair child options:Janne Karhu
* Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2010-12-13"Fix" for [#25184] Forces for growing hair - update inconsistency - as ↵Janne Karhu
discussed with Jahka on Saturday on IRC * New option to "Regrow hair" for each frame. * This was perhaps more a feature request, but there was a similar useful feature called "animated hair" in particles at some point. * The previous behavior for hair growing was inconsistent to say the least, so this is a nice option to have.
2010-12-13Fix for [#25185] Toggling hair dynamics without deleting cache leaves hair ↵Janne Karhu
disattached when mesh animation is controlled by deformers - discussed with Jahka on IRC on Sat
2010-12-05Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now itBrecht Van Lommel
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.
2010-12-03fix [#24938] Seed value on Particle settings gives Error when trying to ↵Campbell Barton
insert key.
2010-11-23Particle fluid and boid settings didn't have a valid rna path, so they ↵Janne Karhu
couldn't be animated.
2010-11-21fix for RNA ranges exceeding the range of the type (INT_MAX used on short's ↵Campbell Barton
for eg).
2010-11-19Tsk! Minimum value for particle draw size is 0 (default size).Janne Karhu