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July 31, 2014, 21:13 (GMT)
stop sim button
July 31, 2014, 20:45 (GMT)
Fixed bug that turned all booleans into bool_SUB, added code to get trims from Blender into 3dm viz for debug.
July 31, 2014, 20:12 (GMT)
Modified NUMBER_OF_CHANNELS
July 31, 2014, 19:27 (GMT)
Fixed comments sergey
July 31, 2014, 17:54 (GMT)
Store a dynamics world reference in the solver externals struct.

This will provide the solver with contact points of the Bullet engine.
July 31, 2014, 17:54 (GMT)
frame_num field added, manta_sim in separate thread
July 31, 2014, 17:52 (GMT)
step, stop sim manta operations added
July 31, 2014, 17:23 (GMT)
Removed the deprecated steps-per-second property of the hair modifier.

For now it uses Bullet time steps, this could later be modified.
July 31, 2014, 17:04 (GMT)
Integrate hair solver stepping with the global scene stepping used for
Bullet physics.

This is a preparation to using Bullet for hair-mesh collisions. This
is much more accurate and requires less secondary interpolation when
the hair solver is in sync with the Bullet stepping.

Bullet uses essentially the same time step concepts as the hair solver
did, i.e. the main "step" (1 frame) is divided into fixed-size "ticks".
This is paramount for stability of the solver. The hair solver could
eventually use a multiple or integer fraction of the Bullet tick size
if more accuracy or performance is necessary.
July 31, 2014, 16:38 (GMT)
X11 code that disables autorepeat.

This makes it so as long as there is a pie menu active, autorepeat is
off. It is meant to cater for support for multiple coexisting pies in
the future too but no tests can be really made here yet.
July 31, 2014, 16:00 (GMT)
Remove force click argument, now pies detect click style automatically
July 31, 2014, 15:44 (GMT)
Revert "Squashed commit of current custom split normals work."

This reverts commit 3d4f540cf42a46520a03ada98f1d2015a5830316.
July 31, 2014, 15:43 (GMT)
Squashed commit of current custom split normals work.
July 31, 2014, 15:42 (GMT)
Merge branch 'master' into testbuild
July 31, 2014, 15:38 (GMT)
Remove X11 hack.

Cannot reproduce original issue on studio pc anymore, will try on other
pcs too to make sure it is unneeded now (maybe issue was fixed upstream
or pie interaction system now hides this better.)
July 31, 2014, 15:17 (GMT)
Revert "Fullscreen Editor (new fullscreen mode for clean UI)"

This reverts commit 046b1584c4f01e3e7b7838daaf9ba93d3bdf6762.
July 31, 2014, 15:14 (GMT)
Fullscreen Editor (new fullscreen mode for clean UI)

Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI

* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)

It should fullscreen the window and make it clean (no UI, no buttons).
After exiting it, it should return to the previous window state
(windowed/fullscreen).

This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.

Development notes:
* This includes cleanups in the code to sanitize the naming of
fullscreen/maximize across the window/editor code.

Differential Revision: https://developer.blender.org/ - D678
(I hope testbuild doesn't close my differential)
July 31, 2014, 15:08 (GMT)
Merge branch 'master' into pie-menus
July 31, 2014, 15:00 (GMT)
Merge remote-tracking branch 'origin/master' into HEAD
July 31, 2014, 14:38 (GMT)
Extended RigidBodyWorld stepping function with a tick callback.

This will allow hooking other simulations (e.g. hair) into the Bullet
time step loop to enable sync'ed stepping of Bullet and other solvers
for accurate collision response.

This means that more solvers have to become global (instead of object-
based), but that was a design goal anyway for reasons of avoiding
dependency issues.

The Bullet time step will have to be run more generally if there are
other simulations. In particular it should still be executed even when
rigid bodies are cached, because the collision info may be needed. In
case of cached rigid bodies it would probably be sufficient to make them
all kinematic bodies, so that no calculation takes place for the rigid
bodies themselves, while their collision shapes are still available and
interpolated between cache frames.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021