Blender Git Statistics -> Branches -> soc-2013-rigid_body_sim
"Soc-2013-rigid_body_sim" branch
Total commits : 70
Total committers : 2
First Commit : June 12, 2013
Latest Commit : November 23, 2013
Commits by Month
Date | Number of Commits | |
---|---|---|
November, 2013 | 1 | |
October, 2013 | 2 | |
September, 2013 | 48 | |
August, 2013 | 5 | |
July, 2013 | 8 | |
June, 2013 | 6 |
Committers
Author | Number of Commits |
---|---|
Sergej Reich | 69 |
Campbell Barton | 1 |
Popular Files
Filename | Total Edits |
---|---|
rb_bullet_api.cpp | 29 |
rigidbody.c | 27 |
RBI_api.h | 13 |
rna_rigidbody.c | 13 |
properties_physics_rigidbody.py | 11 |
DNA_rigidbody_types.h | 10 |
drawobject.c | 6 |
pointcache.c | 2 |
BKE_rigidbody.h | 2 |
CMakeLists.txt | 2 |
Latest 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. |
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