September 6, 2013, 17:58 (GMT) |
rigidbody: Add option to choose mesh source for collision shapes The options are: Base: Base mesh Deform: shape keys and deform modifiers Final: All deformations and modifiers It would be nice to have a way of specifying where exactly in the modifier stack the collision shape is generated. However this is not staight forward since the rigid body simulation is not part of the modifier system and would require hacks to make it work. |
September 6, 2013, 17:45 (GMT) |
September 6, 2013, 16:03 (GMT) |
- lookup is now performed using OpenVDB's sampler, using trilinear interpolation. |
September 6, 2013, 14:32 (GMT) |
Buttons in the icon shelf are now icon-only. The region and buttons are 1.5 * the normal button size. Adding and removing buttons take into account the operator properties. |
September 6, 2013, 11:47 (GMT) |
Custom buttons in the menubar copy over the operator properties from the operator button that was dragged there. |
September 6, 2013, 11:35 (GMT) |
Smoke modifier is now expected to use proper render flags Not so much up to using smoke simulations, only did quick tests. Would be nice to have some more intense testing some day later. |
September 6, 2013, 11:18 (GMT) |
This piece of code was also a part of experiment |
September 6, 2013, 10:35 (GMT) |
September 6, 2013, 09:31 (GMT) |
Remove piece of code which shouldn't have been sent to SVN It was left from some experiments. |
September 6, 2013, 08:35 (GMT) |
svn merge -r59229:59868 ^/trunk/blender |
September 5, 2013, 22:59 (GMT) |
Modify constraints user interface and usability I have recently been preparing focal length constraints for committing to trunk but unfortunately missed BCon2, so it'll have to wait until next time. In the meantime, this commit brings the changes that were made according to code reviews and user feedback into my branch. The interface changes include: - Constraint value inputs are now in a column. - User interface button names have been simplified. - The focal length camera property is not forced to fit inside the focal length constraint range. Instead, the focal length is clamped to the range when solving. - When the constraint is not enabled, the min and max values will adjust to match the focal length camera property. This gives the user an anchor to help understand the meaning of the values. |
September 5, 2013, 19:46 (GMT) |
When an operator button is dragged the but->opptr is copied to the drag event so that it can then be copied to in the drag&drop copy() functions. |
September 5, 2013, 17:56 (GMT) |
Merging from trunk r59849 into soc-2013-motion_track |
September 5, 2013, 17:25 (GMT) |
Started to implement operator to icon pairing. * wmOperatorType has an extra icon() method that is used to determine which icon to use based on the operator properties set for a button. * wmOperatorType has a default_icon field, exposed to python as bl_icon, that is used if the icon() function is not set. * Buttons have to have a but->icon value of ICON_AUTOMATIC, which is -1. |
September 5, 2013, 15:40 (GMT) |
merge with trunk -r59842 |
September 5, 2013, 12:23 (GMT) |
Disable render constraints evaluation for now This is needed to prevent possible regressions caused by viewport/render conflict which are using the same ob->obmat and be able to commit current work to SVN. |
September 5, 2013, 12:23 (GMT) |
Initial support of render mode for constraints Rendering now works rather fine, but because of object matrix is shared between viewport and render, objects might be placed on the wrong locations in viewport after rendering. |
September 5, 2013, 12:23 (GMT) |
Shrintwrap modifier will use proper derived mesh in render mode Still to come: constraints are still using viewport derived mesh, need to pass EvaluationContext there. |
September 5, 2013, 12:23 (GMT) |
Mark some TODOs as solved. Some of them were actually out-of-date, some other didn't need any code changes (code was good after double-check). |
September 5, 2013, 12:23 (GMT) |
Objects will now restore their derived caches nicely after rendering in locked UI Before this it was possible some objects didn't update properly because of lack of dependency handling. |
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