September 22, 2013, 06:48 (GMT) |
rigidbody: Allow deformation option to be animated |
September 22, 2013, 00:52 (GMT) |
Making the level of detail UI only available while the renderer is set to "Blender Game" since it does not help the viewport other than as a preview for the game engine. |
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, 07:18 (GMT) |
Fixing a crash that occurred when duplicating an object with no levels of detail. |
September 21, 2013, 06:39 (GMT) |
Merged revision(s) 59972-60247 from trunk/blender |
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. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Fix activation on collision when both bodies were deactivated Missed checking for both members of collision pair. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Add activation based on time Time is specified in seconds. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Fix effectors getting weaker/stronger with different fps Effectors weaken the force based on fps, for bullet we need to keep it constant regardless of render fps. To stay relatively backwards compatible the force will stay the same when using 24 fps since it's blender's default. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Fix changing to a deforming collision shape during simulation |
September 21, 2013, 05:12 (GMT) |
drawobject: Add option to disable physics visualization Right now this only disables rigid body visualizaion. TODO: Disable visualizaion for other simulations as well. |
September 21, 2013, 05:11 (GMT) |
rigidbody: Update 3d view when changing collision shape |
September 21, 2013, 05:11 (GMT) |
drawobject: Draw game engine collision bounds in edit mode It's usefull to see how the collision shape will look like while editing the mesh. Also draw rigid body collision shape even if game engine bounds are drawn. |
September 21, 2013, 05:11 (GMT) |
rigidbody: Allow active rigid bodies to deform |
September 21, 2013, 05:11 (GMT) |
rigidbody: Allow triangle mesh shapes to deform during simulation Only supported when using the "Deform" mesh source. TODO: look into deforming active rigid bodies |
September 21, 2013, 05:11 (GMT) |
rigidbody: Use own structure to store mesh data for collision shapes This gives us better access to the mesh data for collision shapes. Also should be faster to create. TODO: look into sharing at least vertex data between collision shape and derived mesh. |
September 21, 2013, 05:11 (GMT) |
rigidbody: Disable internal edge info There is a conflict with using it and compound shapes at the same time. Since we wrap all shapes in compounds, it has no effect. |
September 21, 2013, 03:36 (GMT) |
fixed violations of some new GPU_SAFETY checks I put in |
September 20, 2013, 20:25 (GMT) |
svn merge -r59869:60272 ^/trunk/blender |
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