Blender Git Loki

Blender Git "fracture_modifier" branch commits.

Page: 129 / 130

November 25, 2013, 19:09 (GMT)
using polygons instead of tessfaces for voronoi cells now, but still faces miss
November 25, 2013, 19:09 (GMT)
attempt for fixing missing faces problem (due to bm->dm->bm conversion ?)
November 25, 2013, 19:09 (GMT)
fix for freeing NULL pointer, fix for visual errors with kinematic objects and interactive rotation and wrong mass calculation for shards
November 25, 2013, 19:09 (GMT)
correctly initializing ob->imat before using it, fixes bug where object was positioned at camera after render
November 25, 2013, 19:09 (GMT)
scaling problem should be fixed now
November 25, 2013, 19:09 (GMT)
fix for uneven scaling (mesh was distorted at collision before)
November 25, 2013, 19:09 (GMT)
attempt for getting scale properly to work, no success yet
November 25, 2013, 19:09 (GMT)
partial fix for scaling problem, but scaled fractured objects still lead to display errors, workaround: apply scale before fracture
November 25, 2013, 19:09 (GMT)
fix for animation "jump" bug when rigidbody modifier is on animated object
November 25, 2013, 19:09 (GMT)
attempt for fix for MeshIsland Null Pointer in Pointcache (index calculation fix)
November 25, 2013, 19:09 (GMT)
crash fix when selected no point source, fix for using child vertices
November 25, 2013, 19:09 (GMT)
Fix NULL checks when dealing with pointcache

This needs to be cleaned up further but should be at least correct.
November 25, 2013, 19:09 (GMT)
Style and warning fixes
November 25, 2013, 19:09 (GMT)
there should be only one rigidbody modifier per object, so it must not be copyable as well
November 25, 2013, 19:09 (GMT)
small fix, attempted to free some NULL pointers before.
November 25, 2013, 19:09 (GMT)
ok, values are passed through now at once to shards at change (tested with kinematic)
November 25, 2013, 19:09 (GMT)
first attempt to apply settings to each shard and calculate mass, maybe better move this into modifier/refresh ?
November 25, 2013, 19:09 (GMT)
fixed a rotation bug (each shard was rotated differently) and a small memory leak, although rotating objects during simulation (by hand) yields still an error (objects breaks apart at once)
November 25, 2013, 19:09 (GMT)
fix for wrong pos calculation after moving objects
November 25, 2013, 19:09 (GMT)
added refresh operator for rigidbody modifier to recalculate rigidbodies when mesh changes
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021