February 9, 2015, 13:24 (GMT) |
RNA for the modifiers list in ParticleSystem and basic UI code. |
February 9, 2015, 13:24 (GMT) |
List of particle modifiers in particle systems and read/write code. Note: Ideally modifiers for particles should be part of the `ParticleSettings` datablock instead of `ParticleSystem`. The problem with this is that many modifiers, as they are implemented for meshes, will store specific data that is associated to the object instance in the scene. Storing modifiers in the settings would make this impossible and require some complicated syncing between particle systems and their settings. |
February 9, 2015, 13:24 (GMT) |
Bad hack: due to unintelligible linker errors, have to move bf_rna in front of bf_editor_physics. For some reason this seems to work for other bf_editor_* libs. Should be fixed asap, but no working solution is known among core devs, so for now have to do this to keep working. |
February 9, 2015, 13:24 (GMT) |
Fix for particle modifier type enum callback, was using mesh modifier items. |
February 9, 2015, 13:24 (GMT) |
Basic UI elements and RNA option properties for particle modifiers. |
February 9, 2015, 13:24 (GMT) |
Register the particle modifier operators. |
February 9, 2015, 13:24 (GMT) |
RNA for particle modifiers. |
February 9, 2015, 13:24 (GMT) |
Operators for adding, removing and moving particle modifiers. |
February 9, 2015, 13:24 (GMT) |
Generalized the low-level `meshdeform_matrix_solve` function to make it independent from the MeshDeform modifier. The modifier is just used for error reports here, so can easily be replaced by a callback. |
February 9, 2015, 13:24 (GMT) |
Simple infrastructure for registering particle modifier types, similar to type registration of mesh modifiers. |
February 9, 2015, 13:09 (GMT) |
Use the final hair state instead of the initial state for constructing paths. |
February 9, 2015, 13:09 (GMT) |
Update the world space location of final hair keys after applying modifiers. |
February 9, 2015, 13:09 (GMT) |
Fix for unfreed duplicated hair key arrays when the number of hair keys stays the same. |
February 9, 2015, 13:09 (GMT) |
Moved main shapekey evaluation for hair keys from the path caching function to the new hair modifier evaluation. This mirrors how shapekeys are treated as a "virtual" modifier at the beginning of mesh modifier stack eval. |
February 9, 2015, 13:09 (GMT) |
Use the final hair state also as simulation input/output in hair sim. |
February 9, 2015, 13:09 (GMT) |
Added a second hair data layer to store modifier results. This imitates the DerivedMesh principle from meshes. For hair the modifiers will get the grooming or original growth result as input. The result of the modifier eval will be written to the new data layer, making a simple copy if modifiers are not used. Physics sim, rendering and (depending of settings) drawing will then use the modified grooming data. |
February 9, 2015, 13:09 (GMT) |
Reset function for the final hair state before calculating hair dynamics and paths. The integration with modifiers is still undefined: While it would be nicer to have regular modifiers work on hair state as well, it is probably not feasible with the current particle system, because all these steps happen in a single update function. For integrating with the modifier stack we would have to allow splitting this process into individual parts, which is just not possible. |
February 9, 2015, 13:09 (GMT) |
Enum for particle system flags instead of old-school #defines. |
Revision 5186062 by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) February 9, 2015, 12:58 (GMT) |
Integration of particle shapekeys with the depsgraph and driver eval. It's a bit messy, but that is to be expected: all of the areas involved (particles, shapekeys, depsgraph, drivers) are badly designed and supposed to get major refactoring ... |
Revision 017e2fb by Antonis Ryakiotakis (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) February 6, 2015, 16:41 (GMT) |
Merge branch 'master' into gooseberry |
|