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2008-09-29added anisotropic friction support for Bullet. Both for static and dynamic ↵Erwin Coumans
objects
2008-09-29tests for 2d triangle and quad intersection would only work if the points ↵Campbell Barton
were ordered clockwise. now return 1 for clockwise, -1 for counter-clockwise and 0 for no intersection.
2008-09-29Adding last view feature for PAD0Joilnen Leite
2008-09-29Second try at committing IPO code cleanups...Joshua Leung
2008-09-28A previous commit by me (16701) broke keyed- and none-physics particles or ↵Janne Karhu
at least made them do funny things.
2008-09-28Bugfix, irc report from slw_sl:Ton Roosendaal
Instert "avail" on object without ipo crashed. Null check missing.
2008-09-28reverting revision 16784 that broke compilation. Aligorith, please fix and ↵Martin Poirier
recommit
2008-09-28IPO System - Code Cleanup and Commenting:Joshua Leung
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
2008-09-28make gui backwards compatible with this weeks softbody blend filesErwin Coumans
2008-09-28enable -noaudio option, so it actually works (and doesn't get overwritten by ↵Erwin Coumans
a game flag). audio initialization delays startup of game engine 2 seconds add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick. In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second! Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
2008-09-28BGE patch: create new BulletSoftBody data block to store bullet soft body ↵Benoit Bolsee
specific parameters. Previously we tried to share the parameters with the blender render soft body but there were too many differences. MSVC project files updated.
2008-09-27Cleaned up unused variables and functions.Ian Thompson
2008-09-27Global Clipboard Patch (17370)Ian Thompson
Text, ID names and RGB colours in the interface are now copied to and pasted from the system clipboard allowing them to be copied from and pasted into the text editor. Colours are encoded as floats in the form [r.rrrrrr, g.gggggg, b.bbbbbb] making them easy to use in Python scripts.
2008-09-27Fixed recent changes to text editor which broke building with MSVC and also ↵Ian Thompson
cleaned up some compiler warnings. (Actually, Benoit seems to have beaten me to it, but I found moving the #includes worked without undefining INT) The header button is great but it didn't function for 2 seconds between clicks due to the old code waiting between modification checks. Fixed that now too :)
2008-09-27Fix compilation problem in Windows and update MSVC project filesBenoit Bolsee
2008-09-27text editor changesCampbell Barton
* out of sync text dosnt automatically popup a menu anymore since it was too easy to click on it without intending to, moved this to an alert button on the header. * "_" character was acting as a delimiter, but in python its not. * renamed "File" to "Text" (so as not to confuse with blenders file menu) * added redraw_alltext function to remove many duplicate loops where every text display is redrawn.
2008-09-27linear ipo curves were still using their handles to calculate an ↵Campbell Barton
extrapolated value. It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.
2008-09-27Bugfix #17693: Visual Rot Keying BrokenJoshua Leung
The problem was due to a wrong number of IPO-channels getting keyed for the quaternion channels (3 instead of 4). Was a simple copy+paste error. Also added in check for using "Limit Distance" constraint when using VisualKeying.
2008-09-27[#17692] Text Editor Line Number Background theme optionCampbell Barton
from Dalai Felinto (dfelinto)
2008-09-27Lots of mingw/gcc compiler warning fixesJoshua Leung
2008-09-27Auto-Keyframing (per scene):Joshua Leung
Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs. New scenes have their auto-keyframing settings initialised from the user-preferences.
2008-09-27Keyframing:Joshua Leung
* Tidied up code a bit to remove an extra var declaration that may have been causing problems with Visual Keying * Added buttons to Insert/Delete keyframes from current frame into Timeline header. Note that it preferentially works will insert keyframes for a 3d-view (if it exists), otherwise it "should" take the largest area available.
2008-09-27force collision bound type to be convex hull or concave triangle mesh for ↵Erwin Coumans
soft bodies set collision margin between soft and mesh back to .3, smaller is not useable (yet)
2008-09-27Merge of SimpleDeform modifier from soc-2008-jaguarandi branchAndre Susano Pinto
http://wiki.blender.org/index.php/User:Jaguarandi/SummerOfCode2008/SimpleDeform
2008-09-26nurbs surface resolution is now per segment rather then being distributed ↵Campbell Barton
over the whole surface. This is what 2D do alredy and makes resolution settings more like subsurf level. - This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature. - Using the do-versions from recent curve interpolation fix. Tested with these files. http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip
2008-09-26BGE patch: local/global flag to distance contraint actuator.Benoit Bolsee
Previously the distance constraint actuator was always working in local axis. The local flag allows to cast the ray along a world axis (when the flag is not selected). The N flag works differently in this case: only the object orientation is changed to be parallel to the normal at the hit point. The linear velocity is now changed so that the speed along the ray axis is null. This eliminates the need to compensate the gravity when casting along the Z axis.
2008-09-26Made simple deform limits be relative to BV of objectAndre Susano Pinto
2008-09-26Bugfix: the game player did not initialize tiff and quicktime, so loadingBrecht Van Lommel
those file formats did not work. Also made sure G.order is initialized as otherwise some reading tiff goes wrong.
2008-09-26Fixed a UI bug on shrinkwrap constraintAndre Susano Pinto
Fixed vertexs weights on simpledeform modifier (they weren't working if the modifier was the first on stack, since it wasnt receiving a DerivedMesh with vertex weights)
2008-09-26Patch #17346: Align bones in edit modeJoshua Leung
Submitted by: Lorenzo Pierfederici (lento) This patch adds the CTRL-ALT-A hotkey to align bones in armature edit mode. It works the same way as parenting: selected bones will be aligned with active bone, if only one bone is selected it will be aligned with its parent (if any) Thanks!
2008-09-26support concave soft bodies, preliminary. could be used for cloth too. need ↵Erwin Coumans
vertex pinning/constraint attach to other objects.
2008-09-26Allow Bullet soft bodies to be created using a AddObject actuator. Added a ↵Erwin Coumans
fake world coordinate system to game soft bodies, although the vertices are already in world space. Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26SimpleDeform now initializes limit values to the BB when its added to an objectAndre Susano Pinto
2008-09-26don't apply vertex transformation for deformable game soft bodies.Erwin Coumans
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25Fix for [#17677] Blender Crash when Baking BoidsJanne Karhu
- A check for getting the "better" dm was missing from the boids code. I plan on converting the boids code into using the collision modifier one of these days but hopefully this quick fix will do for now.
2008-09-25avoid crash and apply force for soft bodies.Erwin Coumans
copy normals for soft body vertices, to get proper lighting
2008-09-25[#17679] BGE print statement when start and when finishCampbell Barton
from Dalai Felinto (dfelinto) would useually not encourage prints in these cases, except its often useful to know if an error happened since you last pressed Pkey and without this you end up needing to manually clear the terminal.
2008-09-25re-use some Blender soft body settings for Bullet game soft bodiesErwin Coumans
2008-09-25BGE patch: add Debug button next to object state. The object state mask will ↵Benoit Bolsee
be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name).
2008-09-25This is part of the cleanup Campbell wanted :)Kent Mein
Just getting rid of license_key stuff. The project files still need to be updated: projectfiles_vc7/blender/src/BL_src_cre.vcproj projectfiles_vc7/blender/blendercompactNG.vcproj Just search for these files in them. Kent
2008-09-25binreloc include was wrong for make, removed last YESIAMSTUPIDCampbell Barton
2008-09-25improved game soft bodies, works for objects that are using 'set smooth'Erwin Coumans
use shape matching by default for game soft bodies store soft body index for game vertices
2008-09-25BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() ↵Benoit Bolsee
Python function.
2008-09-24Made Object-level copy constraints work the same as for bones now tooJoshua Leung
2008-09-24Created a KX_SoftBodyDeformer for real-time soft bodies.Erwin Coumans
Added SetDeformer/GetDeformer() to KX_GameObject. Store mapping between graphics/soft body vertices (work-in-progress) Real-time soft body integration is still very premature, but for a quick preview, see this testfile: http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
2008-09-24Patch #17675: Tooltips for fluid control panel - provided by Kai KostackDaniel Genrich
2008-09-24BGE bug #17657 fixed: dRotY doesn't work properly after 90 degrees rotation.Benoit Bolsee
This problem is caused by discontinuities in the conversion orientation matrix -> euler angles: the angle sign can switch and thus the direction of the rotation produced by the dRot Ipo. To avoid this bug, the matrix->euler conversion must be avoided during the game. I took the following approach that is compatible with Blender (identical effect in the game and in the 3D view): - no change in Add mode: Rot and dRot are treated as additional rotation to the orientation at the start of the Ipo. There is no matrix->euler conversion and thus no discontinuities. - Rot Ipo are treated as absolute rotation. All 3 axis should be specified but if they are not, the startup object orientation will be used to set the unspecified axis. By doing a matrix-> euler conversion once at the start, the discontinuities are avoided. If there are also dRot curves, they are treated as delta of the corresponding Rot curve or startup angle. - dRot Ipo are treated as Add mode in Local axis. Note about Add mode: Rot and dRot curves are treated identically during the game. However, only dRot curves make sense because they don't interfere with the object orientation in the 3D view.
2008-09-23calculate curve radius for drawing curve normalsCampbell Barton
2008-09-23disable magnification filtering when mipmap is off. useful for texture low ↵Campbell Barton
poly models.
2008-09-23Changed SimpleDeform to be a single modifier with (Twist|Bend|Taper|Strech) ↵Andre Susano Pinto
options available on the modifier painel/options.