Age | Commit message (Collapse) | Author |
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directly at the camera in some cases.
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Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
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when i changed it from a short to an int.
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staying the same did not work correct (showed up in the sequencer).
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clmd->sim_parms->timescale
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terrain baking)
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that is normal behaviour for all other modifiers, too.
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contributed by Cedric Paille. Thanks!
Fix broken indentation in Constraint doc.
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buttons_object.c:2326: warning: too many arguments for format
buttonns_object.c:3829: warning: ordered comparison of pointer with integer zero
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computations for each pixel making it quite slow.
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both char and float buffers.
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Please email me or report a bug when such problem arise, it's simpler if done properly the first time.
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cleanup + deactivation of unsued selfcollision code in kdop.c + little speedup there
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when snapping was enabled (even though the CTRL key was not pressed)
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UI panel issues with soft bodies
code cleaning .. remove some G.rt code
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Also fixed a bug where procedural buffers did not convert correctly
to different buffer types (e.g. value -> rgba would give red).
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localspace boundboxes, this is useful when getting a dipli's boundbox where the objects worldspace matrix has no useful meaning.
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an empty list, rather then None when there is no datablocks.
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to a complete crash of Blender 2.43 under Windows XP
NMesh wasnt checking 16max material limit, also made collada import work with the user scripts dir.
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scriptlinks by default
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This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc.
The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time.
The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
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I'm not sure about the intent for this one:
warning: too many arguments for format:
sprintf(md->name, "FluidParticleSystem", BLI_countlist(&ob->particlesystem));
Something for Janne ?
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Part of Patch 8557. Contributed by Cedric Paille. Thanks!
Still waiting for API doc for new attributes. Finger is poised
over Revert button...
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sneak in .. springs preload
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problem since replacing the string length of int, with Py_ssize_t or long prevented the crash. worked around the problem by removing the PyString_AsStringAndSize command.
wizard_curve2tree - removing id properties didnt work. exit button used a callback it didnt need to.
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Unneeded size optimisation.
There's much better way to tackle this if it really is a problem.
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have been.
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for IPO's and curve edit mode.
Also retopo was running of curve transform was canceled.
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used for curve deform, but after conversion wasn't a curve anymore, and
there was no check for this.
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culling / z-depth
-Cut-brush didn't use depth testing at all, now it does, but unfortunately this changes the behavior of the brush so that cutting is not perfect for hairs that are partly visible from behind an edge of the emitter (this change effects the brush only when z-buf clipping is used of course)
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pointer comparisons in qsort. This works for glibc according to
the documentation, and appears to work on solaris too.
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-Handling of fluid particles was not coded at all
-Now things should work properly, but as fluid particles are not very familiar to me I'd appreciate some thorough testing
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were pointing away from the view.
deal with this by making 2 average vectors, one for front pointing faces, and another for back pointing faces,
also removed an unneeded acos().
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stuff used for peach to the standard <GL/glu.h>
the mesa stuff was needed for the machines for peach but its
not the stanard location of the headers, now that its not
needed were switching it back.
Kent
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rendering from the sequencer because a float buffer can be generated for some frames but not others depending on their contents.
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now automatically detects if a sequence of images is selected, and sets
the frames and image type to sequence.
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bugs here.
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