Revision 25a2eb4 by Campbell Barton March 13, 2011, 01:15 (GMT) |
py/library api: raise an error if a requested member isn't found. |
March 13, 2011, 00:26 (GMT) |
SVN maintenance. |
Revision ed81c77 by Campbell Barton March 12, 2011, 23:41 (GMT) |
quiet stricter compiler warnings/errors. |
Revision 15063f0 by Joshua Leung March 12, 2011, 23:07 (GMT) |
Bugfix [#26473] Keyframe values for F-Curves were incorrectly wrapped in RNA as "translation" values, which implies dimensionality is incorrect here as F-Curves do not specifically "know" about the type of the data they affect |
Revision d190304 by Sergey Sharybin March 12, 2011, 22:05 (GMT) |
Fix for compilation error after bullet upgrade. There was a typo in source file list. |
Revision 5e37432 by Erwin Coumans March 12, 2011, 20:34 (GMT) |
update Bullet physics sdk to latest trunk/version 2.78 add PhysicsConstraints.exportBulletFile(char* fileName) python command I'll be checking the bf-committers mailing list, in case this commit broke stuff scons needs to be updated, I'll do that in a second. |
Revision 8c526e7 by Campbell Barton March 12, 2011, 16:06 (GMT) |
library loading api. this is not well suited to RNA so this is a native python api. This uses: bpy.data.libraries.load(filepath, link=False, relative=False) however the return value needs to use pythons context manager, this means the library loading is confined to a block of code and python cant leave a half loaded library state. eg, load a single scene we know the name of: with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.scenes = ["Scene"] eg, load all scenes: with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.scenes = data_from.scenes eg, load all objects starting with 'A' with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.objects = [name for name in data_from.objects if name.startswith("A")] As you can see gives 2 objects like 'bpy.data', but containing lists of strings which can be moved from one into another. |
Revision ce5c146 by Thomas Dinges March 12, 2011, 15:24 (GMT) |
2.5 Fluid UI Python Script: * Code cleanup, no UI changes, reduced code from 1244 lines to 1228 lines. |
Revision 90d42e1 by Campbell Barton March 12, 2011, 15:18 (GMT) |
py/rna: BPy_reports_to_error() now takes the exception type as an argument and returns -1 as an error value |
Revision a5e59ed by Campbell Barton March 12, 2011, 15:15 (GMT) |
pass report list along to BLO_blendhandle_from_file(), avoid unlikely crash in the append operator. |
Revision f6b21ec by Ton Roosendaal March 12, 2011, 15:09 (GMT) |
More on bug #26432 More undo-push disabling for switching render slots. Also added 'undo push' print in debug mode (blender -d) |
Revision a416949 by Campbell Barton March 12, 2011, 14:38 (GMT) |
- BKE_idcode_iter_step() - function to step over all ID codes. - BLO_blendhandle_get_datablock_names() now takes an arg for the total items in the list, saves the caller counting. |
Revision c678bd2 by Campbell Barton March 12, 2011, 14:32 (GMT) |
py/rna, ability to have python static methods in collections. |
Revision 460bdf1 by Campbell Barton March 12, 2011, 14:21 (GMT) |
tag/comment unused variables. |
Revision 3c86933 by Ton Roosendaal March 12, 2011, 14:14 (GMT) |
Bugreport #26464 Added more clear tooltip to render as B&W file option. This only works now for PNG, JPEG, TGA and TIFF |
Revision 9b2f0da by Brecht Van Lommel March 12, 2011, 13:15 (GMT) |
Fix uvedit unwrap tool not taking selection into account. |
Revision 5b75593 by Janne Karhu March 12, 2011, 12:38 (GMT) |
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files). |
Revision 60fe23b by Campbell Barton March 12, 2011, 04:39 (GMT) |
cmake, search $HOME/py32 for python now too. |
Revision 42e9796 by Campbell Barton March 12, 2011, 04:31 (GMT) |
builder reports MSVC was setting stack size to 2gig. |
Revision bbf6603 by Nicholas Bishop March 12, 2011, 02:12 (GMT) |
== Sculpt == * Removed some fields from struct SculptSession: - Fields drawobject, projverts, and previous_r were completely unused - Field `ob' was really unnecessary, changed sculpt functions to pass the object rather than the SculptSession This removal of `ob' from SculptSession should should make it a little easier to continue generalizing paint/sculpt functionality. There should be no visible changes from cleanup. |
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