Revision 95994e9 by Johnny Matthews April 14, 2005, 20:11 (GMT) |
This commit initializes the softbody pointer if it is accessed through python and has not yet been set up. |
Revision 4108a47 by Johnny Matthews April 14, 2005, 18:27 (GMT) |
Adds getTimeCode() to Rendering Context so that you can get current frame in HH:MM:SS:FF string format |
Revision 442f0d1 by Johnny Matthews April 14, 2005, 17:56 (GMT) |
Adds API for Particle Interaction Settings and Softbody Settings Also adds docs for above API. My testing cases seem to work fine. Please test to make sure I have not missed anything! Stivs, I got ascotan's signoff on thses. But please make any adjustments that you deem needed. Johnny |
Revision 71f619c by Daniel Dunbar April 14, 2005, 13:46 (GMT) |
- make sure object outline doesn't get drawn in faceselect mode |
Revision 11ef474 by Daniel Dunbar April 14, 2005, 13:46 (GMT) |
- bug fix, tface flags weren't checked correctly for INVISIBLE - bug fix, tfaces weren't accessed correctly in presence of hidden/invis. |
Revision 4741ad1 by Chris Want April 14, 2005, 03:11 (GMT) |
Having come to understand the nature of bug #1576 a little better, I can now say that I declared it fixed erroneously before, and I hope that when I call it fixed now it can really, truly be laid to rest. Sometimes when you escape a transform on an object that is the target of an IK constraint on an armature bone, the rotations were not restored correctly on the bones in the IK chain. This commit fixes this problem in a rather brute force manner. |
Revision f2678b8 by Jens Ole Wund(bjornmose) April 13, 2005, 20:32 (GMT) |
hum .. turned off quad optimization, which is a bug IMHO, since breaking a quad it 2 faces always needs a test on both faces |
Revision 4714432 by Ton Roosendaal April 13, 2005, 19:34 (GMT) |
Little cleanup in code to detect correct normal directions on extrude. It also now inverts normals of copied faces for extrude, provided the originals remain there. |
Revision f5cb2db by Ton Roosendaal April 13, 2005, 19:26 (GMT) |
Ack! Found out the bugfix commit #2411 was accidentally still calling to do all actions (in all objects) instead of only the ones parented to particle system. |
Revision c3221ba by Ton Roosendaal April 13, 2005, 14:03 (GMT) |
Two small corrections for subsurf + wire render; - when edges data exists, it skips adding faces to renderlist - edges are rendered according to "Optimal" subsurf setting |
Revision 84359bf by Jens Ole Wund(bjornmose) April 13, 2005, 12:18 (GMT) |
im going to dig a hole to hide in beginners standard typo did break particles |
Revision 48c5b10 by Daniel Dunbar April 13, 2005, 12:06 (GMT) |
- quick fix for bug #2412, render normal was not initialized for mesh edges. fix by average two edge endpoint vertex normals. |
Revision 9b35459 by Daniel Dunbar April 13, 2005, 11:46 (GMT) |
- fix for bug #2385, mesh outline wasn't drawing in potatoe mode |
Revision 22ccdea by Jens Ole Wund(bjornmose) April 13, 2005, 07:51 (GMT) |
Rather give a pointer to a local copy of vital data to pdDoDeflection() in sb_deflect_particle() than a pointer to data. Changed de-swamping in sb collision to move along face normal. |
Revision c7b82c4 by Jens Ole Wund(bjornmose) April 12, 2005, 21:36 (GMT) |
Did put softbody time scaling stuff to functions, so we can decide later what proper timing is meant to be. i've prepared something in static float sb_time_scale(Object *ob) [softbody.c] (ton :) ) 'hacked in' particle collision system to match softbodies needs naa .. i don't realy like the hack to int pdDoDeflection(..) in kernel .. effect.c (but it works :) ) so .. until we'll have a 'nice' collision detector this is what 'softbodies simulator can live with' did not remove intentionally test function static int sb_deflect_test(..) for further discussions http://mitglied.lycos.de/mosebjorn/hidden/ sbcol6.blend should work for a while |
Revision 14fe1cb by Ton Roosendaal April 12, 2005, 11:53 (GMT) |
Bug fix #2438 Snapping code checked for Hooks in object, but forgot to check first if the Hook->parent existed. Crashed on 'empty' hooks. |
Revision 5f237e6 by Ton Roosendaal April 12, 2005, 11:45 (GMT) |
Bug fix #2323 The addition in 2.36 to correct bumpmapping for View and Object rotation, made many nice bumpmap setups in older files less nice. Especially apparent when you apply "flipped" mappings in "Map Input" Panel, like map the X to Z and the Z to X. A correction then gives wrong results. Since the "correct bumpmapping" is actually a new option, causing extra rendertime too, I've made it an option now. With the "Map To" Panel being fully used, I've put the new button option (temporally I hope) in the first "Texture" Panel in material context. Will be updated in release log page! |
Revision 1bde293 by Ton Roosendaal April 12, 2005, 10:08 (GMT) |
Bug fix #2394 While in camera view, going to local axis rotation (R, X, X) the view became instable. Was still using the view3d view matrix, instead of initialized TransInfo->viewmat. Martin; you could check on the mouse motion in this case, for some reason it only uses horizontal motion? ALso; renamed button in InfoWindow "Disable sound" to "Disable Game Sound". |
Revision 8be210b by Alfredo de Greef April 11, 2005, 23:23 (GMT) |
Quick fix for bug #2393 (same as #2218), deformed meshes were not transformed correctly anymore because of changes in other blender code. |
Revision 2123721 by Martin Poirier April 11, 2005, 22:29 (GMT) |
Transform constraints with Ykey were mixed up, setting text to global instead of local and vice versa. Thanks to GSR's email for helping me notice that. |
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