Blender Git Commits

Blender Git commits from all branches.

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September 1, 2014, 16:46 (GMT)
Clear debug_data pointer in local cloth modifier data of the particle
systems on blend file load.
September 1, 2014, 15:46 (GMT)
Partial response force for hair collisions.

This implements a penalty force as well as a repulsion force to avoid
further penetration, as suggested in
"Simulating Complex Hair with Robust Collision Handling"
(http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf)

Friction forces are still missing. More problematic is handling of
moving colliders, when face swap places with the hair vertex and a
collision is missed, putting the vertex inside the mesh volume. Larger
margins might help, but ultimately using Bullet collision detection is
probably more reliable and failsafe.
September 1, 2014, 15:12 (GMT)
Minor fix in GLX logic
September 1, 2014, 13:51 (GMT)
Merge branch 'master' into terrible_consequencer
September 1, 2014, 13:38 (GMT)
Merge branch 'master' into soc-2014-viewport_context

Also fix scons issues with SDL. There is still a linking problem
somewhere but i expect this is an issue in master as well.

Conflicts:
intern/cycles/SConscript
intern/ghost/CMakeLists.txt
intern/ghost/intern/GHOST_WindowX11.cpp
source/blender/nodes/CMakeLists.txt
September 1, 2014, 11:03 (GMT)
fix attempt for own / extra vertices (was wrong transformation)
August 31, 2014, 21:11 (GMT)
fix for: customdata related crash in conjunction with split shards to islands
August 31, 2014, 21:03 (GMT)
timestep config corrected
August 31, 2014, 11:32 (GMT)
fix for: fix normals (will be stored and loaded now, and transferred to convert objects too, BUT: split shards to islands has a bug there still) and convert to objects (get rid of all modifiers before fracture in stack, so the result wont be messed up)
August 30, 2014, 20:09 (GMT)
marking inner edges as sharp for boolean and bisect fill, additional option to fix normals (with edgesplit modifier)
August 30, 2014, 15:54 (GMT)
Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc.

This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
August 30, 2014, 13:23 (GMT)
Some initial collision code, without actual response forces still.

This is still using the old BVH tree collision methods to generate
contact points, similar to what cloth does. This should be replaced
by a Bullet collision check, but generating contacts in this way is
easier for now, and lets us test responses and stability (although in
more complex collision cases the BVH method fails utterly, beside being
terribly inefficient with many colliders).
August 30, 2014, 09:21 (GMT)
fix for bake to keyframes
August 29, 2014, 20:15 (GMT)
attempt for customdata warning fix
August 29, 2014, 18:41 (GMT)
own particles transform fix (forgot to multiply with imat)
August 29, 2014, 15:42 (GMT)
Revert "Multiview snapshot, second go (with blenderplayer building working again)"

This reverts commit 81436ae180b4e1f9ef803b0fe400bb15dd4e08ac.
August 29, 2014, 15:42 (GMT)
Multiview snapshot, second go (with blenderplayer building working again)
August 29, 2014, 15:41 (GMT)
Merge remote-tracking branch 'origin/master' into testbuild
August 29, 2014, 15:41 (GMT)
Merge remote-tracking branch 'origin/master' into multiview
August 29, 2014, 15:40 (GMT)
Fix blenderplayer stub
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021