Blender Git Commits

Blender Git "soc-2013-rigid_body_sim" branch commits.

November 23, 2013, 16:17 (GMT)
Merge branch 'master' into soc-2013-rigid_body_sim

Conflicts:
intern/rigidbody/CMakeLists.txt
release/datafiles/splash.png
source/blender/editors/space_view3d/drawobject.c
source/blender/makesdna/DNA_view3d_types.h
October 13, 2013, 11:41 (GMT)
svn merge -r60422:60726 ^/trunk/blender
October 2, 2013, 19:59 (GMT)
rigidbody: Code cleanup

Remove duplicate code.
September 30, 2013, 14:40 (GMT)
rigidbody: Try to use old collision shape if creating new one fails

Switching to box in that case isn't very nice behaviour and should be
avoided if possible.
September 30, 2013, 12:59 (GMT)
rigidbody: Add impulse threshold for collision based activation
September 29, 2013, 14:24 (GMT)
rigidbody: Only handle activation when collision was detected

Somehow missed to add this before.
September 29, 2013, 13:57 (GMT)
svn merge -r60273:60421 ^/trunk/blender
September 22, 2013, 14:42 (GMT)
rigidbody: Don't handle collision after hitting a trigger
September 22, 2013, 13:49 (GMT)
rigidbody: Code cleanup

Make functions private that are only used internally.
Also remove a nested if statement.
September 22, 2013, 13:49 (GMT)
rigidbody: Code cleanup

Avoid mixing bool and int.
September 22, 2013, 13:22 (GMT)
rigidbody: Flag bodies for validation when changing shape

This fixes a pretty old crash that occurs when changing the collision
shape to a mesh shape during simulation.

Thanks to Thomas Beck (plasmasolutions) for the report.
September 22, 2013, 11:32 (GMT)
rigidbody: Fix crash switching to a mesh shape during simulation while using deformation

Thanks to Thomas Beck (plasmasolutions) for the report.
September 22, 2013, 10:25 (GMT)
rigidbody: Update 3D view when changing the shape via operator
September 22, 2013, 09:56 (GMT)
rigidbody: Only allow static-static collision when trigger is kinematic

This way passive object don't activate passive objects when using
activation on collision.
September 22, 2013, 09:27 (GMT)
rigidbody: Don't try to deform shapes if we don't have a derived mesh
September 22, 2013, 09:02 (GMT)
rigidbody: Abort mesh shape creation when we can't get a derived mesh

Would only assert before, now just return.

Thanks to Thomas Beck (plasmasolutions) for report.
September 22, 2013, 06:48 (GMT)
rigidbody: Allow deformation option to be animated
September 21, 2013, 21:26 (GMT)
rigidbody: Fix crash with meshes that have both quads and tirs/ngons

Triangles weren't counted right, silly copy paste mistake.
September 21, 2013, 05:12 (GMT)
rigidbody: Fix activation not working with passive objects as triggers

Need to allow static-static collisions in this case, since deactivated
bodies are static.
September 21, 2013, 05:12 (GMT)
rigidbody: Fix conflict between collision and time based activation

Now do more thorough check.
By: Miika HämäläinenLast update: Nov-07-2014 14:18 MiikaHweb | 2003-2019