July 31, 2014, 21:13 (GMT) |
stop sim button |
July 31, 2014, 20:45 (GMT) |
Fixed bug that turned all booleans into bool_SUB, added code to get trims from Blender into 3dm viz for debug. |
July 31, 2014, 20:12 (GMT) |
Modified NUMBER_OF_CHANNELS |
July 31, 2014, 19:27 (GMT) |
Fixed comments sergey |
July 31, 2014, 17:54 (GMT) |
Store a dynamics world reference in the solver externals struct. This will provide the solver with contact points of the Bullet engine. |
July 31, 2014, 17:54 (GMT) |
frame_num field added, manta_sim in separate thread |
July 31, 2014, 17:52 (GMT) |
step, stop sim manta operations added |
July 31, 2014, 17:23 (GMT) |
Removed the deprecated steps-per-second property of the hair modifier. For now it uses Bullet time steps, this could later be modified. |
July 31, 2014, 17:04 (GMT) |
Integrate hair solver stepping with the global scene stepping used for Bullet physics. This is a preparation to using Bullet for hair-mesh collisions. This is much more accurate and requires less secondary interpolation when the hair solver is in sync with the Bullet stepping. Bullet uses essentially the same time step concepts as the hair solver did, i.e. the main "step" (1 frame) is divided into fixed-size "ticks". This is paramount for stability of the solver. The hair solver could eventually use a multiple or integer fraction of the Bullet tick size if more accuracy or performance is necessary. |
July 31, 2014, 16:38 (GMT) |
X11 code that disables autorepeat. This makes it so as long as there is a pie menu active, autorepeat is off. It is meant to cater for support for multiple coexisting pies in the future too but no tests can be really made here yet. |
July 31, 2014, 16:00 (GMT) |
Remove force click argument, now pies detect click style automatically |
July 31, 2014, 15:44 (GMT) |
Revert "Squashed commit of current custom split normals work." This reverts commit 3d4f540cf42a46520a03ada98f1d2015a5830316. |
July 31, 2014, 15:43 (GMT) |
Squashed commit of current custom split normals work. |
July 31, 2014, 15:42 (GMT) |
Merge branch 'master' into testbuild |
July 31, 2014, 15:38 (GMT) |
Remove X11 hack. Cannot reproduce original issue on studio pc anymore, will try on other pcs too to make sure it is unneeded now (maybe issue was fixed upstream or pie interaction system now hides this better.) |
July 31, 2014, 15:17 (GMT) |
Revert "Fullscreen Editor (new fullscreen mode for clean UI)" This reverts commit 046b1584c4f01e3e7b7838daaf9ba93d3bdf6762. |
July 31, 2014, 15:14 (GMT) |
Fullscreen Editor (new fullscreen mode for clean UI) Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) It should fullscreen the window and make it clean (no UI, no buttons). After exiting it, it should return to the previous window state (windowed/fullscreen). This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. Differential Revision: https://developer.blender.org/ - D678 (I hope testbuild doesn't close my differential) |
July 31, 2014, 15:08 (GMT) |
Merge branch 'master' into pie-menus |
July 31, 2014, 15:00 (GMT) |
Merge remote-tracking branch 'origin/master' into HEAD |
July 31, 2014, 14:38 (GMT) |
Extended RigidBodyWorld stepping function with a tick callback. This will allow hooking other simulations (e.g. hair) into the Bullet time step loop to enable sync'ed stepping of Bullet and other solvers for accurate collision response. This means that more solvers have to become global (instead of object- based), but that was a design goal anyway for reasons of avoiding dependency issues. The Bullet time step will have to be run more generally if there are other simulations. In particular it should still be executed even when rigid bodies are cached, because the collision info may be needed. In case of cached rigid bodies it would probably be sufficient to make them all kinematic bodies, so that no calculation takes place for the rigid bodies themselves, while their collision shapes are still available and interpolated between cache frames. |
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