Blender Git Commits

Blender Git "master" branch commits.

Page: 5359 / 5574

July 17, 2005, 01:29 (GMT)
- convert give_parvert to use mesh_get_derived_deform
July 17, 2005, 01:23 (GMT)
- converted write_videoscape_mesh to use mesh_get_derived_deform
July 17, 2005, 01:18 (GMT)
- added DirectMesh.getVert{Co,No} functions
- added mesh_get_derived_deform function (always returns a DerivedMesh
corresponding to deformed (but not subdivided) mesh). used in places
where original mesh is to be displayed but with deformed coordinates
(vpaint for example).
- added DirectMesh.getVert{Co,No} implementations for MeshDerivedMesh
- updated vpaint to use mesh_get_derived_deform
July 16, 2005, 22:13 (GMT)
another file behind the #USE_BULLET
July 16, 2005, 22:02 (GMT)


Reverted to good line endings
July 16, 2005, 21:47 (GMT)
preparation for bullet physics
July 16, 2005, 21:20 (GMT)
- switch M_NMesh_GetRawFromObject to always get mesh data from
DerivedMesh (needs testing)
- added needsFree argument to mesh_get_derived_final
July 16, 2005, 21:16 (GMT)
- added dontFreeNors flag to DispListMesh as well
- changed mesh_get_derived_render to always return a DerivedMesh (even if
no subsurf)
- changed init_render_mesh to always get the mesh data through a
DerivedMesh
July 16, 2005, 21:03 (GMT)
- added dontFreeVerts and dontFreeOther flags to displistmesh for
situations where data can be shared easily.
- added convertDisplistToMesh function for regular mesh DerivedMesh
interface (how many times can *you* use mesh in one sentence?)
- do_puno was uninitialized in init_render_mesh
- added mesh_get_derived_final (temporary), difference from
mesh_get_derived is it always returns a derived mesh, even if
no subsurf.
July 16, 2005, 20:42 (GMT)
- remove call to mesh_modifier from init_render_mesh, shouldn't
be needed anymore
July 16, 2005, 19:07 (GMT)
More armature goodies;

The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')

- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet

NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
July 16, 2005, 10:15 (GMT)
added Bullet physics binding files
July 16, 2005, 09:58 (GMT)
Added Bullet library.
Only windows projectfiles for now.
Will ask Hans to get unix makefiles done.
July 16, 2005, 09:55 (GMT)
Added type for Bullet collision detection and physics engine.
This will improve collision detection and physics for the game engine (Ketsji).
Bullet uses optionally uses the ODE quickstep solver.

Hope this commit doesn't break everything.
July 16, 2005, 01:06 (GMT)


Fix radiosity "Collect Meshes" to ignore TFaces set to "Invisible".

I hope this doesn't break anything - works fine here.
July 15, 2005, 20:56 (GMT)
- removed makeDispList, set_displist_onlyzero
- appropriate callers of makeDispList replaced with depgraph calls
- unappropriate places just killed... small chance this gives some
errors in corner cases if dep graph isn't notified (example, font
family displists) but these can be tracked down as they show up.
- still a large number of callers of makeDispListCurveTypes, but
makeDispListMesh has just a few.
July 15, 2005, 18:15 (GMT)
- remove calls to showkeypos from exit editmode functions, should be
handled by DAG update now. (ton: please confirm)
July 15, 2005, 18:13 (GMT)
Part #2 to vert color fix in new subdivide, Please check UV and Vertcolor with new subdivide.

Was checking for a condition < 0 should have been > 1
July 15, 2005, 17:57 (GMT)
- missed a space in header title text
July 15, 2005, 17:55 (GMT)
- decided it made more sense to make a key_get_active function, switched
to that in editmesh as well as for edit{curve,lattice}
- added a G.editModeTitleExtra string that gets displayed in header info
string in editmode. currently used to display "(Key)" when editing a
key (before there was not UI level display of this info).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021