Blender Git Commits

Blender Git "master" branch commits.

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March 13, 2011, 01:15 (GMT)
py/library api: raise an error if a requested member isn't found.
Revision 60a2994 by gsr b3d
March 13, 2011, 00:26 (GMT)
SVN maintenance.
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
March 12, 2011, 22:05 (GMT)
Fix for compilation error after bullet upgrade.
There was a typo in source file list.
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.
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.
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.
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
March 12, 2011, 15:15 (GMT)
pass report list along to BLO_blendhandle_from_file(), avoid unlikely crash in the append operator.
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)

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.
March 12, 2011, 14:32 (GMT)
py/rna, ability to have python static methods in collections.
March 12, 2011, 14:21 (GMT)
tag/comment unused variables.
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

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).
March 12, 2011, 04:39 (GMT)
cmake, search $HOME/py32 for python now too.
March 12, 2011, 04:31 (GMT)
builder reports MSVC was setting stack size to 2gig.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021