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2011-08-14fix [#28225] Solidify Modifier creates wrong results when vertex group is ↵Campbell Barton
attached infact this is not really a bug, irrespective zero vertex group weights gave overlapping geometry which isn't useful, add an option to set the thickness factor for zero weighted verts.
2011-08-12Modifiers: add callback to loop over each texture assigned to a modifier.Brecht Van Lommel
2011-08-01fix, uvproject modifier wasn't copying the uv layer name,Campbell Barton
also edit var names from recent commit to better fit with other functions.
2011-07-31EditMesh-based skin node drawingNicholas Bishop
2011-07-31Added DNA and RNA for skin modifier, stubbed in skin modifier functionsNicholas Bishop
2011-07-18Missing struct keyword in function declaration causes compiler error with ↵Lukas Toenne
cmake/gcc.
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-07-17cmake source definitions:Campbell Barton
remove missing includes and use more strict formatting.
2011-07-11Fix #27930: many modifiers crashed when used on a lattice with a vertex group.Brecht Van Lommel
2011-06-30minor edits, no functional change.Campbell Barton
2011-06-19cmake:Campbell Barton
new macro file_list_suffix() for adding a suffix to every file in a path before the file extension. useful to create names for debug libs on windows.
2011-06-14own mistake in recent mask commit.Campbell Barton
2011-06-14mask modifier: replace bone hash lookup with a boolean array to quickly ↵Campbell Barton
check selection state. simple test gives ~28% speedup in building the vertex hash. (no functional change)
2011-06-14mask modifier was taking into account zero weighted verts.Campbell Barton
2011-06-13Elbeem / Fluidsim update:Daniel Genrich
a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!) b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
2011-06-12Bug fix: keyed physics didn't work properly if the first key wasn't the ↵Janne Karhu
keyed particle system itself * Also some nicer rotation handling for the explode modifier
2011-06-09fix for memory leak re-binding meshes.Campbell Barton
2011-06-09add foreachIDLink function for cloth, remove cloth specific newlibadr calls ↵Campbell Barton
in readfile.
2011-06-08fix for own error r35918, generalizing looping over modifier ID linksCampbell Barton
broke loading smoke group references because they already had calls to newlibadr_us() elsewhere, removing those assignments fixes loading.
2011-06-04edits to make these cmake files compatible with my own basic cmake parser ↵Campbell Barton
which checks for correctness in our files.
2011-06-04quiet 2 compiler warnings and update man pageCampbell Barton
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-05-29Fix #27392: boolean intersect'sSergey Sharybin
It was lag of optimization logic, which always retuns object's derivedMesh if one of of boolean operation's meshes has got no faces. Actually, result depends on operation and which mesh has got no faces. Added small utility function to handle this.
2011-05-26Fix #27480: armature multimodifier was not working in edit mode.Brecht Van Lommel
2011-05-24clamp delta to prevent cases where strength is a huge number. Very high ↵Nathan Letwory
values would lead to scale problems of objects.
2011-05-20rename mul_project_m4_v4 to mul_project_m4_v3.Campbell Barton
2011-05-19Fix some compile warnings.Brecht Van Lommel
2011-05-19Fix crash when accessing mesh from python while a mesh with a subsurf modifierBrecht Van Lommel
is in editmode.
2011-05-13* Enabled rna access to fluid sim velocity vectorsMatt Ebb
The main purpose for this is to allow rendering motion blurred blender fluids in external renderers (eg. http://vimeo.com/21870635 ). Python code snippet for interpreting this data here: http://www.pasteall.org/21577 . Cleaned up some ugly hacks in this area too * Also added read-only access to scene.subframe to RNA - setting current frame and subframe should still go via scene.frame_set()
2011-05-08fix [#27324] WindowManager.invoke_search_popup() crashes blender and does ↵Campbell Barton
not work also minor formatting fixes.
2011-05-02Fix #27230: texture paint face selection mask did not work on multires. ItBrecht Van Lommel
seems the support mapping flag was removed for disabling in edit mode, but this wasn't necessary.
2011-05-02SVN maintenance.Guillermo S. Romero
2011-05-01warp modifier, using negative strength inverts the transformation matrix but ↵Campbell Barton
the location it gave wasnt useful when rotation was used too, just negate the translation.
2011-05-01warp modifier, added in the render branch for durian.Campbell Barton
simple modifier, almost like a hook, except it can deform with 2 object source -> target, has option to preserve rotation and use different falloff types.
2011-04-29spelling corrections.Campbell Barton
2011-04-28skip some calculations with the wave modifier - when the vert has no vgroup ↵Campbell Barton
weight or 0.0 falloff.
2011-04-28fix [#27186] Wave modifier falloffCampbell Barton
regression from 2.4x (own fault)
2011-04-26- fix for player linkingCampbell Barton
- added notes to release todo's. - renamed view3d view transform matching functions. - added assert in edge split modifier to make a certain bug easier to spot.
2011-04-25fix [#26993] Edge Split CrashCampbell Barton
2011-04-25indentation changes only.Campbell Barton
2011-04-25Displace Modifier - Optimisation Tweaks for jpbouza and ZanQdoJoshua Leung
- When strength is 0, there's no need to perform any of the calculations at all - When the vertexgroup weight for a vert is set to 0, skip evaluating the modifier for that vertex as it should result in no-change to the final result
2011-04-21converted more mixed tab/space indentations to tabs. only whitespace changes.Campbell Barton
2011-04-20Fix for [#27075] Explode Modifier - Apply as Shape impossibleJanne Karhu
* Explode modifier was flagged as "nonconstructive", so the "apply as shape" option was shown. And yes I know exploding things probably isn't usually considered as very constructive, but.. :P
2011-04-12fix [#26888] 3D viewport shading broken after solidify modifierCampbell Barton
2011-04-10[#26848] Keyed Particles seems to be brokenJanne Karhu
* Explode modifier wasn't updated properly when keyed particles were used. * Explode modifier didn't get correct locations for grid distributed particles.
2011-04-03quiet various warnings, also disable -Wdouble-promotion with cmake since it ↵Campbell Barton
gives warnings with variable length args.
2011-03-31library linked modifiers were not having their ID linked expanded properly.Campbell Barton
was missing array cap ends, wave map object and shrinkwrap objects. use modifiers_foreachIDLink() rather then having to list all modifiers ID's in this function. also add foreachIDLink() for smoke domain. This fixes a bug where a linked object has as a modifier using an indirectly linked object for the missing cases mentioned above.
2011-03-27modifiers: floats were being implicitly promoted to doubles, adjust to use ↵Campbell Barton
floats.
2011-03-19remove some redundant vars, assignments & checks.Campbell Barton
2011-03-18New particle collisions code:Janne Karhu
* The old collisions code detected particle collisions by calculating the collision times analytically from the collision mesh faces. This was pretty accurate, but didn't support rotating/deforming faces at all, as the equations for these quickly become quite nasty. * The new code uses a simple "distance to plane/edge/vert" function and iterates this with the Newton-Rhapson method to find the closest particle distance during a simulation step. * The advantage in this is that the collision object can now move, rotate, scale or even deform freely and collisions are still detected reliably. * For some extreme movements the calculation errors could stack up so much that the detection fails, but this can be easily fixed by increasing the particle size or simulation substeps. * As a side note the algorithm doesn't really do point particles anymore, but uses a very small radius as the particle size when "size deflect" isn't selected. * I've also updated the collision response code a bit, so now the particles shouldn't leak even from tight corners. All in all the collisions code is now much cleaner and more robust than before!