Revision 0f58b99 by Joseph Gilbert November 15, 2005, 21:33 (GMT) |
* update to python docs - the softbodies documentation was put in object.properties instead of object.object. Hello! |
Revision 4ea1c4d by Joseph Gilbert November 15, 2005, 21:14 (GMT) |
* update to python docs - update for the old mathutils rewrite - update for some other methods ive added - added explaination of wrapped data - added a .css file for epydoc gives nice blender/python colors :? |
Revision a85ba68 by Ken Hughes November 15, 2005, 16:34 (GMT) |
-- Added OB_RECALC_OB to Object_set* methods. |
Revision c3fc17f by Ton Roosendaal November 15, 2005, 15:54 (GMT) |
Grabbing a targetless IK bone, and ESC, accidentally didnt clear a flag, causing targetless IK being executed on all bone moving (looked like as if a bone couldn't be rotated/moved). |
Revision 621d4a7 by Ton Roosendaal November 14, 2005, 22:21 (GMT) |
Small fixes; - Bone Ghost drawing now skips axes and names - "Snap to cursor" now works for parent-less bones in PoseMode - Prevented assigning in buttons of negative zero (was confusing) |
Revision 0916029 by Ton Roosendaal November 14, 2005, 20:07 (GMT) |
Keeping CVS working isn't easy! :) Optimize for hair caused transp triangles to be not rendered OK anymore. |
Revision 46f2d85 by Ton Roosendaal November 14, 2005, 19:57 (GMT) |
Two orange reports; - Copy Location Constraint didn't update Object when it was copying from a Bone - Deleting bone in editmode, and connecting bones crashed due to evaluation of deformation code (only allowed for pose). |
Revision c21eb93 by Ton Roosendaal November 14, 2005, 19:00 (GMT) |
Another optimize step for huge quantities of hair renders; now per transp part (64 scanline pixels) it first calculates clipping for faces. Testfiles - 1 M faces with simple render - show 2 times speedup :) |
Revision cf1aa49 by Ton Roosendaal November 14, 2005, 18:14 (GMT) |
Ztransp render has a built-in maximum for amount of faces it can render on top of each other. Was 100, which gave noise like this in this image; http://www.blender.org/bf/hairnew.jpg Made it 200, which solves it for a million hair polygons; http://www.blender.org/bf/hairnew1.jpg Also note that hair renders go much faster and better if you insert a real solid head in it, that will prevent hairs on the back to be inserted in the buffers. ANd don't make the head Ztransp! |
Revision 0751e7f by Ton Roosendaal November 14, 2005, 16:27 (GMT) |
New zbuffer; added check for zero sized edges in filling in with new span buffer. caused black stripes in render... |
Revision 8355aa0 by Ton Roosendaal November 14, 2005, 14:27 (GMT) |
Strand render/zbuffering optimize recode I've been going over the zbuf.c code, which is indeed very ancient, with a load of old optimizing and redundant code in use. Added more 'modern' Span support, which fills per face two arrays with the scanline information in it. That way you can zbuffer a quad in one run as well. It was also exactly that code that's copied all over in zbuf.c For now, to prevent issues for the release, the 'render a quad in 1 run' is only in use for the strand render. Tests reveil a speedup of about 33%. Will work on this recode later... which would also result in making zbuf.c threadsafe. And: bugfix #3398 When using the new 'render emitter' for particles, the orco array for particles was accidentally used by mesh too. |
Revision 9bf198b by Ton Roosendaal November 12, 2005, 16:22 (GMT) |
Finished hair strand render project (well, for release), also with a good doc; http://www.blender3d.org/cms/Hair_Strand_Rendering.722.0.html - added width control for strands - made tangent (anisotropic) render an option (so you can render strands more solid, like metal/wood) Also: - ALT+A anim playback with static particles made cursor flashing |
Revision 0c4172f by Mika Saari November 12, 2005, 15:40 (GMT) |
Undo for editfont fixed. Paste functionality crashed the blender in case the paste buffer+length of text was bigger than MAXTEXT -> fixed this, also a error is shown to the user now. editfont.c needs still some cleaning but will discuss about this with kaito and intrr. |
Revision 3770db2 by Johnny Matthews November 12, 2005, 14:39 (GMT) |
Removing an extra semi-colon that caused some grief |
Revision 6f045c4 by Ton Roosendaal November 12, 2005, 11:58 (GMT) |
Bugfix: when editing a Curve Guide, and deleting all but one control point, the path code crashed. |
Revision c7c7ccc by Ton Roosendaal November 12, 2005, 11:54 (GMT) |
Hairdresser request; "Additive" Guides. See also: http://www.blender3d.org/cms/New_Particle_options_a.721.0.html This Guide type uses the falloff distance to also define how much the particle (or hair strand) goes over the path, allowing to create local extremes, or only local particle generating or hairgrowth. Nice for spiky haircuts! |
Revision 18b8f66 by Ton Roosendaal November 12, 2005, 10:35 (GMT) |
Particles now are generated from subsurfed coordinates. Note that the current default generates particles based on the original amount of vertices and faces, this for vertex group support (which is not subdivided with modifiers). That means that particles generated on subsurfed faces still have minor approximation errors. Note for DerivedMesh users; I've added a new API call: float *mesh_get_mapped_verts_nors(Object *ob); Which returns an array of 2 * 3 * float size, containing the vertices and normals, deformed and subsurfered, but only the original me->mvert amount. Works in all non-editmode cases. Is in use now for vertex/weight paint and particles. |
Revision 6b8007a by Alexander Ewering November 11, 2005, 23:10 (GMT) |
Bjornmose's fixes for making booleans compile on MSVC 6. Thanks! |
Revision 0219819 by Ton Roosendaal November 11, 2005, 20:54 (GMT) |
Inserted a line just above a variable declaration, causing MSVC to complain :) |
Revision e25b7c5 by Jens Ole Wund(bjornmose) November 11, 2005, 20:15 (GMT) |
special service for msvc6 projects post build step for booleans --> copy boolop.lib to lib folder _foo_/lib/windows.. enabeling bullet for GE wants to link with _foo_/lib/windows/bullet/lib/bullet3.lib you have to build it with continuous.dsw in exten/bullet and copy it manually there since bullet is exten i think no automagic in place here |
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