Revision 44ca632 by William Reynish August 12, 2009, 22:16 (GMT) |
Added game soft body settings, and cleaned up layout there slightly. Also converted some other percentage properties to use sliders, and a few other small layout tweaks. |
Revision 78c2330 by Nathan Letwory August 12, 2009, 18:12 (GMT) |
* fixing linking flag form. |
Revision 92cfad9 by Andrea Weikert August 12, 2009, 18:06 (GMT) |
2.5 MSVC 9 projectfiles maintenance * rev. 22367: splitting of anim_channels.c * rev. 22383: units.c in blenkernel added * Fix include paths was intern/audaspace, code expected intern/audaspace/intern |
Revision 3757bb4 by Janne Karhu August 12, 2009, 17:41 (GMT) |
Mistake in previous commit. |
Revision 15e617f by Daniel Genrich August 12, 2009, 17:39 (GMT) |
Smoke: accidentally left some old code in |
Revision bba9c79 by Janne Karhu August 12, 2009, 17:39 (GMT) |
Various fixes: - Correct fix for file loading crash introduced by earlier point cache commit. - Simulations are no longer calculated to current frame at render time automatically. * This has to be thought through more carefully at some point, perhaps through render profiles. * All simulations can be updated manually to current frame from any cache panel with the "update all to current frame" button. - Some explanatory comments added for BKE_pointcache.h. |
Revision fb7c9d5 by Daniel Genrich August 12, 2009, 17:32 (GMT) |
Smoke: * New feature: "Dissolve Smoke" - Idea by nudelZ |
Revision b8fcda9 by Campbell Barton August 12, 2009, 17:02 (GMT) |
unit grid snap while transforming, display units in the header. |
Revision 6a056e4 by Arystanbek Dyussenov August 12, 2009, 16:37 (GMT) |
- converted 3ds exporter to 2.5 API - added Object.is_visible() RNA function to determine if an object is on the visible layer of active scene |
Revision a86aa8c by William Reynish August 12, 2009, 15:55 (GMT) |
Edited timeline header layout slightly. -Made the 'PR' button not align itself to the start/end frame fields, as this makes for a nicer visual rounding of those two numbers. -Made current frame indicator longer, to allow for display of higher frame numbers -Removed the auto-keyframe dropdown menu. This exists as a preference, and doesn't need to take up space here. This is not something you're likely to change much after all. -Made the keying sets menu stay put in the UI. It was moving about depending on what options are selected to the left of it. This sort of moving around should be avoided as much as possible. -Swapped Add/Delete keyframe buttons. It's more intuitive to have the add key button first. |
Revision 7ca23e0 by William Reynish August 12, 2009, 14:39 (GMT) |
Put back sequencer type icons, and moved the type menu, separating it from the menus. |
Revision 7ffbaa6 by William Reynish August 12, 2009, 14:21 (GMT) |
Sequencer UI layout tweaks. There was a mix in the layout of these panels; some were single column, some dual column. All these n-key sidebars seem to work best with single column layouts to minimize wasted space, so made all the panels fit that paradigm. Also included a bunch of labels and a bit of layout cleanup. |
Revision 45ba3d3 by Campbell Barton August 12, 2009, 14:11 (GMT) |
when units are enabled use them for 3d viewport grid drawing, display the dimension for the smallest grid cell. still need to make this work with grid snapping. |
Revision fcf883e by Ton Roosendaal August 12, 2009, 13:07 (GMT) |
2.5 Removed BKE_ptcache_ids_from_object() from readfile.c do_versions, this cannot work... IDs are not set for versioning. Will need to go over this with janne what he actually wants to achieve here... This solves crash on startup of Blender. Tsk! |
August 12, 2009, 12:17 (GMT) |
* osx cmake libsamplerate fix |
Revision 3a1da22 by Daniel Genrich August 12, 2009, 12:15 (GMT) |
Reverting "fix" - didnt fix crash at all. jahka: please take a look at this, several people in #blendercoders now reporting crashes on startup. |
Revision 64dba15 by Daniel Genrich August 12, 2009, 11:12 (GMT) |
Particles: should fix crash on startup |
Revision 65a54ee by Ton Roosendaal August 12, 2009, 10:38 (GMT) |
2.5 Bad commenting in header file. |
Revision b221c0e by Janne Karhu August 12, 2009, 09:54 (GMT) |
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly. |
Revision 8641833 by Campbell Barton August 12, 2009, 08:16 (GMT) |
Set the clickstep for unit buttons to each click moves 1 unit. |
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