Revision 2260a7d by Sergej Reich December 26, 2013, 17:38 (GMT) |
Rigidbody: Add option to choose mesh source for collision shapes The options are: Base: Base mesh Deform: shape keys and deform modifiers Final: All deformations and modifiers It would be nice to have a way of specifying where exactly in the modifier stack the collision shape is generated. However this is not staight forward since the rigid body simulation is not part of the modifier system and would require hacks to make it work. |
Revision 55397c6 by Bastien Montagne December 26, 2013, 16:16 (GMT) |
Usual minor UI messages fixes... |
Revision 6727bf3 by Sergey Sharybin December 26, 2013, 12:50 (GMT) |
Avoid temporary change of animation data flags for nodes filter Use temporary runtime flag of filter_mode argument instead. This commit also fixes some weirdo mix of filter_mode with filterflag bits. |
Revision 05eebf4 by Sergej Reich December 26, 2013, 11:45 (GMT) |
Revision 709041e by Sergey Sharybin December 26, 2013, 11:24 (GMT) |
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94 |
Revision 7025a1b by Sergey Sharybin December 26, 2013, 10:34 (GMT) |
Fix T37945: Crash after undo Issue was caused by some typos in readfile.c made in original commit of image cache rewrite. |
Revision bc1eb0b by Campbell Barton December 26, 2013, 09:07 (GMT) |
Simplify isect_point_poly_v2 functions using angle_signed_v2v2 |
Revision 03fed41 by Thomas Dinges December 26, 2013, 02:25 (GMT) |
Cycles / Hair: Further cleanup of UI and internals. * UI: Remove deprecated condition (CURVE_RIBBONS) and hide backface property, when it's hardcoded in C (Curve/Line segments && Ribbons). * Remove "use_tangent_normal" and "CURVE_KN_TANGENTGNORMAL" as its unused (follow up for last commit). |
Revision db8293d by Campbell Barton December 26, 2013, 01:21 (GMT) |
Polyfill: minor changes to which fix rare errors with float precision |
Revision af32c1c by Campbell Barton December 26, 2013, 01:06 (GMT) |
Fix T37946: Error filling ngons |
Revision a649b6e by Thomas Dinges December 26, 2013, 01:02 (GMT) |
Cycles / Hair: Some cleanup and optimizations for hair code. * Remove dead code from line segments BVH refine. CURVE_KN_TANGENTGNORMAL and CURVE_KN_TRUETANGENTGNORMAL are either both true, or both false. Therefore a true/false condition is impossible. This was a leftover of CURVE_CUSTOM, which was removed in r59234. * Use "else if" in blender_curves.cpp. |
Revision ef9a942 by Campbell Barton December 25, 2013, 22:46 (GMT) |
correction to last commit |
Revision 282b993 by Campbell Barton December 25, 2013, 22:29 (GMT) |
Correct alloc string and comment in makesdna |
Revision d9e0a94 by Campbell Barton December 25, 2013, 21:57 (GMT) |
Fix T37939: Crash on exit (reading from freed node trees) |
Revision ca36091 by Campbell Barton December 25, 2013, 21:37 (GMT) |
correction to last commit |
Revision 7a3594d by Campbell Barton December 25, 2013, 21:28 (GMT) |
BGE: Add missing NULL check from recent LOD updates |
Revision a5606fa by Campbell Barton December 25, 2013, 21:27 (GMT) |
Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derived |
Revision 07ebe89 by Sergej Reich December 25, 2013, 18:25 (GMT) |
Missed this in last commit |
Revision 1fef906 by Sergej Reich December 25, 2013, 18:17 (GMT) |
3D View: Draw rigid body collision shapes. |
Revision c150620 by Sergej Reich December 25, 2013, 18:17 (GMT) |
3D View: Fix drawing bounds for game engine Needs to be drawn around the origin to accurately represent collision shapes. |
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