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Blenderin Git "master"-kehityshaaran kommitit.

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Revision d9c6f51 by Janne Karhu
January 10, 2011, 02:40 (GMT)
Compiler warning fixes for the same point cache things Joshua tried to fix earlier, don't know why I didn't notice these before.
Revision 83806d4 by Janne Karhu
January 10, 2011, 02:20 (GMT)
Bug fix: particles dying in collisions could lead to crash in some cases
* Forgot to check for index range in own recent pointcache commit.
Revision 56db5f1 by Joshua Leung
January 9, 2011, 23:16 (GMT)
Restoring "Pose Markers"

These were markers which belonged to an action instead of the scene,
and are used by PoseLib to keep track of where poses are.

To restore this, I've made this only available in Action/Shapekey
Editor modes, and only when an action is being shown and the "Show
Pose Markers" option in the Markers menu has been enabled. Other than
that, all the standard marker operators apply now (instead of using a
separate set of special operators).
Revision 3fba5cf by Joshua Leung
January 9, 2011, 22:37 (GMT)
Bumping up margin for catching marker events in animation editors.

Old value of 30 px was perhaps a bit too strict, given that scrollbars
took up 16px and that standard icons are 16px, which in total would
have been 32px from the bottom of the region. Having said that, the
marker icons are only about half-size, though it seems that in general
people (can) only aim quite loosely...
Revision 9231ff4 by Janne Karhu
January 9, 2011, 19:09 (GMT)
Viscoelastic springs for sph particle fluids, original patch by Stephen Whitehorn (chickencoop)
* Viscoelastic springs between the fluid particles can simulate all kinds
of viscous and elastic substances, such as jelly and honey. This is
achieved by creating springs dynamically between neighboring particles
and adjusting their rest length based on stretching/compression.
* This nearly completes the currently intended functionality for particle
fluids. The last missing thing is a surfacing extraction algorithm,
which is needed for a proper representation of a sph fluid.
* I also cleaned up and renamed some of the fluid parameters to make the
ui a bit easier to understand.
* One addition to the patch is an option to use "initial rest length" for
the springs, which uses the lengths between the particles at the time of
spring creation as the spring rest lengths instead of interaction radius/2.
This makes the fluid keep it's original shape better (good for very
viscoelastic materials), but can create large density differences inside
the fluid (not really physically correct for a fluid).
* Viscoelastic springs are stored in point cache as extra data.
January 9, 2011, 18:59 (GMT)
several cosmetic changes to the node-editor

+ changed lines connecting nodes:
they now use a linewidth of 1.5px for the light foreground and 4px for the dark background.
this should fix node-lines not being visible on almost black or all white backdrops.
+ muted nodes now also show a red tinted header if they are hidden (collapsed)
+ both active and selected nodes show a (now properly antialiased) highlighting frame
+ fixed a small error in dropshadow code resulting in a gap at borders
+ fixed a tiny error for the collapsing indicators (triangles) - they were not symmetrical.

Ton will add proper theme colors for the node-editor in the coming days.

January 9, 2011, 18:43 (GMT)
Bugfix #25557

Using texture brush in Sculpt, was calling to use "osa tex"
without giving it osa sample vectors. This crashed in using
texture nodes.

Revision 1786923 by Janne Karhu
January 9, 2011, 18:23 (GMT)
Replace uint32_t in pointcache code with unsigned int as it's supported in dna
* Not strictly necessary right now, but better for future.
* Struct data (only boids at the moment) is now written as structs (with dna) so they work between 64 and 32 bit machines too.
January 9, 2011, 18:15 (GMT)
Simplified the implementation of toggle buttons for folding/expanding
modifier boxes in the Parameter Editor mode UI.
January 9, 2011, 17:56 (GMT)
Merged changes in the trunk up to revision 34201.
January 9, 2011, 17:49 (GMT)
Bugfix #25554

Actually a minor tweak:
Auto-IK fails on correcting for constrainted bones in chains.
For that reason it stops including constrainted bones for it.

Now it does include constraints with influence zero, or which
were disabled by user input.

January 9, 2011, 17:35 (GMT)
script now passes pep8 checking tool.
January 9, 2011, 16:46 (GMT)
patch from Andrea Rugliancich, dont export locations for bones which are connected to their parents.
note, we could be smarter about not exporting animation channels which are not needed.
January 9, 2011, 15:28 (GMT)
warning from clang, possible crash:
'cd' could be NULL, all other particle draw types checked 'cd' except for PART_DRAW_AXIS, seems logical to have the check here too.
January 9, 2011, 15:12 (GMT)
rename BKE_assert() --> BLI_assert().
January 9, 2011, 15:09 (GMT)
update for change to Matrix class.
January 9, 2011, 15:07 (GMT)
Merged changes in the trunk up to revision 34193.

Conflicts resolved:
source/blender/editors/animation/anim_channels_defines.c
source/blender/editors/animation/anim_channels_edit.c
source/blender/editors/animation/keyframes_draw.c
source/blender/editors/animation/keyframes_edit.c
source/blender/editors/include/ED_anim_api.h
source/blender/editors/space_nla/nla_channels.c
source/blender/makesrna/intern/CMakeLists.txt
source/blender/makesrna/intern/rna_main_api.c
source/blender/makesrna/intern/rna_scene.c

API changes resolved:
source/blender/freestyle/intern/system/PythonInterpreter.h
January 9, 2011, 14:53 (GMT)
use PySequence_Size() rather then PySequence_Length(), this is only kept in python for backwards compatibility.
January 9, 2011, 14:30 (GMT)
mathutils matrix initialization now matches other mathutils types.
(should have made this change along with the others).
Matrix([1, 2], [3, 4]) --> Matrix(([1, 2], [3, 4]))
This is so adding initialization args works right.

Also simplify initialization code (re-use slice assignment).
January 9, 2011, 12:38 (GMT)
Bugfix #25547

Improved report print for 'remove doubles' to make it correct english.
Unsure if this kind of code can survive though, static strings do much
better for future translation efforts.

Instead of providing nice grammar sentences, we could make it more
declarative, like:

"Removed vertex amount: %d".

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