Blender Git Commits

Blender Git commits from all branches.

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May 20, 2010, 16:12 (GMT)
Render Branch: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r28888:28890 (sorry about the merge-noise)
May 20, 2010, 15:34 (GMT)
May 20, 2010, 15:20 (GMT)
same as last commit, in renderbranch. render opengl previews had another case that wasn't checking the view3d local layers.
May 20, 2010, 15:15 (GMT)
fixed bug with layers being left out of frame recalc in ogl render
May 20, 2010, 15:09 (GMT)
May 20, 2010, 09:38 (GMT)
May 19, 2010, 16:41 (GMT)
don't flip zoom direction if continnuous zoom is enabled, which goes opposite from dolly
May 19, 2010, 16:35 (GMT)
May 19, 2010, 16:29 (GMT)
Structural stiffness was missing from the hair dynamics panel.

May 19, 2010, 16:19 (GMT)
fixed node editor zooming the wrong direction
May 19, 2010, 15:53 (GMT)
fix particle trail rendering
May 19, 2010, 13:26 (GMT)
reversion of dupli commits
May 19, 2010, 12:23 (GMT)
fix for outliner drawing when it should not; code was missing a break
May 19, 2010, 12:06 (GMT)
yay better less hackish dupli fix
May 19, 2010, 11:32 (GMT)
duplis in groups were not working
May 19, 2010, 08:38 (GMT)
Render Branch: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r28801:28850 ...note: dont merge my previous commit
May 18, 2010, 16:40 (GMT)
Render Branch: implicit solver for hair now calculates forces and does
integration separate per hair. This increase the stability of the hair.

I found that usually the conjugate gradient takes about 4-8 steps, but
it sometimes takes 20 or even does not converge, and returns bogus
velocities. I'm not entirely sure why that is, but it seems logical
that a smaller system would be more numerically stable. What I suspect
is that since there are many hairs, and it tests for the average error
of those hairs, a few hairs may be able to hide their high error in this
average.

I've tried to not make the code too ugly but's there's a few stupid
hacks, maybe eventually it would be better to have a separate hair and
cloth function that calls common functions.

Also for threading, hairs can now be distributed over threads. There
still seems to be too much thread overhead though, should find a way
to keep all threads running for the entire timestep.

May 18, 2010, 16:31 (GMT)
Render Branch: fix two point cache problems:
* cloth did not get reset correct in some situations, when startframe was
different than 1
* point cache could sometimes mark the cached frames as inexact, when
writing an info pointcache file, since that was indicated as cfra == 0.

May 18, 2010, 15:24 (GMT)
Render Branch: some more code shuffling in the implicit solver:
* move force calc + implicit solve into separate function
* do the same for new goal code
* only run the second filtering solve in case it is needed
* only run rigid body damping in case it is enabled

May 18, 2010, 15:03 (GMT)
Render Branch: implicit solver now only uses openmp on matrix multiplication
and dot product if num vertices > 25. This may help for cases where there are
few vertices and thread overhead actually slows things down, but mostly it's
to avoid useless threads in threads once I commit the code to solve each hair
individually.

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021