Age | Commit message (Collapse) | Author |
|
Last minute bugfixing for last commit introduced a brand new bug causing
Crashes, whoops! Fixed now.
|
|
* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users).
Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due
to this.
- this commit also has a few whitespace changes and
- made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
|
|
Alt-J behavior has been replaced by a port of the Tri2Quad python script
currently in CVS. This method has many advantages over the old behavior.
A simple illustration of how the new method is superior to the old can be
made by triangulating a suzzane and converting it back to quads.
http://www.umsl.edu/~gcbq44/t2q2a.jpg
http://www.umsl.edu/~gcbq44/t2q2b.jpg
The algorithm works by considering all possible triangle pairings and then
weighting them according to how appropriate it would be to join. These pairs
are then quick-sorted and those with the highest weighting factor are combined.
The function is quite fast even for dense meshes and usually involves no
noticeable wait-time for completion. For instance the following imported
model took less than 2 seconds to convert on my 1.3ghz PPC powerbook:
http://www.umsl.edu/~gcbq44/mimitri.jpg
http://www.umsl.edu/~gcbq44/mimiquad.jpg
It should be noted by the user that this method also discards face pairs
where the two triangles:
-do not share the same material
-do not share the same UV image (texface)
-do not share a compatible set of UV coordinates
-do not share a compatible set of vertex colors
-will form a concave quad or create a non-planar face
Additionally if the edge shared by the pair is marked 'sharp' the pair
will be discarded from the quicksort. In this way the user can gain great
control over the conversion process if they desire as this imported VRML
model of a sneaker illustrates:
http://www.umsl.edu/~gcbq44/t2qa.jpg
http://www.umsl.edu/~gcbq44/t2qb.jpg
For the future it would be nice if some of the options for the conversion
process, such as angle tolerance, could be made configurable in the UI.
However it is unclear at this time which options should be made configurable
and where to put them. Feedback on this is appreciated.
Special Thanks goes to Joe Eager for the two macros he contributed to this code
and to Campbell Barton for writing the script this was based on!
|
|
- failed on final alinignment issues may be matt can give a helping hand ? :)
|
|
* add "Disconnect"-menu when RMB on verse server that is connected in
outliner
|
|
|
|
Duplicating a Library-linked Mesh with Library-linked texture Images forgot
to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID
is not saved in file).
Error was that a the duplicated Mesh lost texture.
|
|
Blender.Library.Open('//someblend.blend')
the // at teh start of the path mean that the file will be loaded relaive to the existing blend files path.
|
|
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html
Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
|
|
|
|
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
|
|
unnesting aerodynamics from edge collision
cleaning up softbody.c
that is:
removing old todos in comments
adding some new :)
|
|
faces to miss casting shadow.
|
|
copying this file from my laptop I used to code it... :)
|
|
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html
In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.
This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.
For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
|
|
nicer kinematics in self collision -> blending to complete inelastic impact
now does something close to real physics
first steps towards aerodynamics
anisotropic friction
springs 'see' their movement in media
--> see surrrounding media does not move and/or reacts on wind
(*for now needs to have a pseudo collider araound -> that is: add a cube in the same layer
and make it a deflector *)
|
|
- added green circle behind object node shared at verse server
- it is easier to figure out, what is shared and what isn't shared
- color is hard coded now, but Matt can improve it ;-)
|
|
because the Blender.Set('curframe', i) called a update command that resulted in no viewable layers updating.
Made Blender.Set('curframe', i) do a
scene_update_for_newframe(G.scene, (1<<20) - 1);
removed 2 unused constants from Scene.c
|
|
|
|
* print (# servers) instead of icon row when there are servers in the list
* dark-green circle behind server icon in server list when connected
* orange when connecting
|
|
|
|
path.
2 line fix, if text->name is not NULL its used for the path (text->name IS the path) otherwise the ID name is used.
|
|
|
|
|
|
"Add to Active Objects Groups"
removed "Make Link -> DupliGroup" because Copy->Duplis does the same thing.
Python's Group.c had an unneeded scene/base lookup.
|
|
* added two files from verse-master
* server list is available in outliner (new mode "Verse Servers")
* verse sessions are now also in new mode "Verse Sessions" in outliner
* fixed drawing of verse sessions and their nodes
* in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org)
* in File>Verse entry "Get Servers" to get server list or
* RMB on "Available Verse Servers" in outliner to "Refresh" server list
Enjoy :)
|
|
Third fix for this bug! In august I've added the function
Mat3ToCompatibleEul(), which ensures a proper euler value being derived
from a matrix, while inserting Ipo keys after a transform().
That also had to be done for camera fly mode.
|
|
where you just need a direction, like a wind or vortex force field for example.
|
|
Make Links -> Group to DupliGroup
added "Make Linkes -> Groups" so you can add other selected objects to the groups of the active object.
|
|
|
|
This is a modified version of DeJaVu Sans, which is the same as the previous
Vera Sans, but with additional characters for languages (such as Czech) that
were missing from Vera. This version I'm committing has modifications to reduce
file size, cutting out useless stuff like ancient Greek characters.
|
|
-seld collision adding fine control to UI
-cleaning up code
volatile test file again
http://www.wund.homepage.t-online.de/hidden/sb_col_must_2_0.blend
|
|
Object groups were get/set without user counts changeing.
|
|
all scenes (saves searching manually)
|
|
the scenes active object is only unset when unlinking - if the active object is being removed.
|
|
looks like I only got the image editor in previous commit.
|
|
- UI for self collision ball size definition
- edge collision mode added (almost a bug fix)
volatile test file -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
|
|
- it uses "color_r", "color_g", "color_b" and "transparency" for naming
color channels
|
|
|
|
also stopped Mesh_FromPyObject() clearning a meshes object if not called with an object.
|
|
the active object.
also speed up for select group, only find group status for unselected objects.
Updated the select group menu in 3 places, the space bar menu was out missing some other group options also.
|
|
Select Grouped -> Hook Siblings (Deform Same Data)
|
|
No other BPyModules do this and zero user lattices are kept so this check is not needed.
removed lattice.applyDeform(), this called object_apply_deform, which only gave a message to use modifiers.
changed the example in epydocs to apply the lattice using modifiers.
|
|
an error in Scene.c - scn.Layers disallowd all layer bits to be set.
made image_billboard.py rotate all images to be verticle for more efficient packing, added the option not to pack resulting images into 1.
|
|
uv_archimap still had python based line intersect
added plane2matrix function to BPyMathutils
added an optional arg to imageFromObjectsOrtho - camera_matrix
camera_matrix can be used to define a plane in 3d space where X and Y scale is used to set the width and height of the area to render.
|
|
scn.objects.new(None) - adds a new empty
- new objects are selected by default now
further stripped down the vector struct, the wrapped state was being stored and 2 places.
|
|
updated archimap and cookie cutter to use it, removed python version from BPyMathutils
archimap island merging is noticibly faster
|
|
|
|
just did a few tests, with the 'surprising' result that balls are not curves ..
and i don't want to be swamped by bug reports tellling me
'it does not collide as i whised it would'
|
|
only alow self collision for suited objects
feature request from hairdressers
self collision for curves
works amazingly well if you keep in mind there balls around vertices colliding
|