Revision 8e97a29 by Nicholas Bishop November 6, 2006, 01:08 (GMT) |
Merged Google Summer of Code sculptmode/multires/retopo tools. From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127 |
Revision 6feb2cc by Andrea Weikert November 5, 2006, 21:55 (GMT) |
Extended GHOST to support WinTab, in order to better support graphic tablets on Windows Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there. Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush . Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated. |
Revision 8b77d42 by Nils Thuerey November 5, 2006, 21:51 (GMT) |
- some more minor fixes, this time for MSVC |
Revision 2d0c604 by Ton Roosendaal November 5, 2006, 20:09 (GMT) |
Patch #4870, by Roland Hess NLA window now follows visibility for scene layers, cleaning up complex files quite some. Only note we could make is if this could be optional, sometimes it's also nice to see the entire scene. Note for Roland: this is a recoded version, with about 10% of code :) |
Revision 0d64b4a by Nils Thuerey November 5, 2006, 19:44 (GMT) |
- removed debug ouput for particle loading |
Revision ab58629 by Geoffrey Bantle November 5, 2006, 18:48 (GMT) |
-> Fix for Bug #5056 hide_mesh() in editmesh_mods.c wasn't checking for fgon edges properly, causing fgon faces dissapear when hiding unrelated verts/edges. Fixed. |
Revision 59ef29a by Nils Thuerey November 5, 2006, 18:11 (GMT) |
- another solaris math function fix |
Revision c8411cf by Nils Thuerey November 5, 2006, 17:28 (GMT) |
- a minor fix for solaris (problems with round&pow) |
Revision 3bea663 by Nils Thuerey November 5, 2006, 16:30 (GMT) |
- bugfixes #4742 exported normals are now correct #4821 & 4956 for complex movements in/outflows can now also use the animated mesh option - new features * isosurface subdivision: directly creates a finer surface mesh from the simulation data. this increases simulation time and harddisk usage, though, so be careful - usually values of 2-4 should be enough. * fluidsim particles: extended model for particle simulation and generation. When isosurface subdivision is enabled, the particles are now included in the surface generation, giving a better impression of a single connected surface. Note - the particles are only included in the final surface mesh, so the preview surface shows none of the particle effects. * particle loading: different types of particles can now be selected for display: drops, floats and tracers. This is a bit obsolete due to the extensions mentioned above, but might still be useful. Floats are just particles floating on the fluid surface, could be used for e.g. foam. * moving objects impact factor: this is another tweaking option, as the handling of moving objects is still not conserving mass. setting this to zero simply deletes the fluid, 1 is the default, while larger values cause a stronger impact. For tweaking the simulation: if fluid disappears, try increasing this value, and if too much is appearing reduce it. You can even use negative values for some strange results :) - more code cleanup, e.g. removed config file writing in fluidsim.c, added additional safety checks for particles & fluidsim domains (these currently dont work together). I also removed the "build particles" debug message in effects.c (seemed to be unnecessary?). Some more info on the new features: Here are two test animations showing the difference between using the particle generation with isosurface subdivision. This is how it would look with the old solver version: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg and this with the new one: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg Both simulations use a resolution of 64, however, the version with particles takes significantly longer (almost twice as long). The .blend file for a similar setup can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend (Minor Tips for this file: dont enable subdivions of characters until rendering, thus leave off for simulation, as it uses the rendering settings! For making nice pictures switch on subdivion, and OSA.) And here's a picture of old vs. new (for webpage or so): http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png |
Revision 64b9cda by Ton Roosendaal November 5, 2006, 12:32 (GMT) |
Patch 4122, Campbell's multi-collum 'clever numbuts'. For time being ok, but note that this isn't as clever a system as the name implies, really should be avoided! |
Revision 587d24b by Jens Ole Wund(bjornmose) November 4, 2006, 15:53 (GMT) |
stupid typo spoiling adaptive step sizes in heun solver |
Revision b802b3d by Ton Roosendaal November 4, 2006, 14:22 (GMT) |
Bugfx #5033 Displace Modifier cannot displace Curve objects. Disabled it for menus, and made sure it doesn't get curve objects fed. |
Revision fde6fc6 by Ton Roosendaal November 4, 2006, 13:47 (GMT) |
Bugfix #4540 Boolean crashed when using vertexcolors or UVs. The fix is disputable... it just always returns a valid char * for "face vertex material", whatever that may be... this fix seems not to break anything. Also moved the report to Todo tracker, with message: -> Need new Boolean maintainer! |
Revision d471d26 by Ton Roosendaal November 4, 2006, 12:36 (GMT) |
Bugfix #5159 SHIFT+K clear vertexpaint didn't work for faceselect+paint mode. Calls to depsgraph were confused, now nicely centralized. |
Revision 8e862a2 by Ton Roosendaal November 4, 2006, 12:26 (GMT) |
Bugfix #5154 Mesh->mselect (the selection storage) didn't get zero'ed on duplicate, potentially causing crashes. Bad! |
Revision 916ea9b by Ton Roosendaal November 4, 2006, 11:59 (GMT) |
Bugfix #5153 VertexPaint mode didn't show interpolated (smooth) colors in faces. Error caused by Modifier & DerivedMesh commit of august 22. Rules for drawing smooth changed a bit... |
Revision 1b125eb by Ton Roosendaal November 4, 2006, 11:22 (GMT) |
Bugfix #5146 Copy modifiers menu should be available for Lattice and Surface objects. Note it does not support copying between different object types, that is being indicated with a notice popup now. I rather not code copying to other object types for now, this is something which fits better in the modifiers API first. Right now the buttons code handles this. |
Revision 1ab71b2 by Ton Roosendaal November 4, 2006, 10:09 (GMT) |
Bugfix #5144 Nkey panel for creases median didn't work properly. Now it does as follows: - if set to 0 or 1 it applies that value to all creases - else it adds the diffference of median crease value and the button value Bugfix #5122 Paths drawing option for Poses now uses entire startframe-endframe range. Before it skipped the last frame for drawing. |
Revision 2dcf23c by Campbell Barton November 3, 2006, 20:04 (GMT) |
added Jiri as a contributer to the obj importer Added a new script - 'Dump All Images to Path' This script copies all the images used by 1 blend to a spesified path and references the new images from Blender Usefull for moving projects between computers or when you reference many images. naming collisions and multiple images using the same image path are delt with properly only creating new image names when needed. Blender images will reference the newly copied files - So be mindfull when you save your blend after running the script. Notes, images with the path "Untitled will be ignored" Image path collisions are managed by enumerating the path names so images will never be overwritten at the target path. |
Revision f2053b4 by Ton Roosendaal November 3, 2006, 16:37 (GMT) |
Bugfix #5100 The camera view shift didn't allow to view the entire image when zoomed in. Added a correction for zoomfactor. |
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