Revision 22245d0 by Lukas Toenne (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) September 1, 2014, 16:46 (GMT) |
Clear debug_data pointer in local cloth modifier data of the particle systems on blend file load. |
Revision 3a77ea6 by Lukas Toenne (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) 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 |
Revision 1cce769 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, terrible_consequencer, testbuild) 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 |
Revision 1f15730 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) September 1, 2014, 11:03 (GMT) |
fix attempt for own / extra vertices (was wrong transformation) |
Revision 8bebaf6 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) 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 |
Revision 151d42c by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) 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) |
Revision 21a070e by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) August 30, 2014, 20:09 (GMT) |
marking inner edges as sharp for boolean and bisect fill, additional option to fix normals (with edgesplit modifier) |
Revision 670ee4c by Lukas Toenne (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) 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. |
Revision 881e2f8 by Lukas Toenne (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) 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). |
Revision 77a2313 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) August 30, 2014, 09:21 (GMT) |
fix for bake to keyframes |
Revision a955cb0 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) August 29, 2014, 20:15 (GMT) |
attempt for customdata warning fix |
Revision bb8f482 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) 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 |
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