Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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October 1, 2009, 18:57 (GMT)
netrender: first draft for process jobs, to be able to run arbitrary commands on slaves. This could be used to bake physics on network or whatnot.
October 1, 2009, 18:30 (GMT)
*Updated UI options and added UI options to:
control whether instances are used or not
control whether vertexs are stored localy or not

*Removed unsused code
October 1, 2009, 18:00 (GMT)
Bug fix
Snapping: transform snap in editmode couldn't snap to data in the same mesh.
October 1, 2009, 17:24 (GMT)
Fix cmake compilation on Windows, adding pthread includes,
patch by Guillaume, thanks!

October 1, 2009, 17:15 (GMT)
Texture stack influences are now all separate values, and negative
mapped values now have their influence negated instead. Also a few
RNA changes for TextureSlot.

Bumped subversion for the version patch.

Revision 1525ed4 by Roland Hess
October 1, 2009, 16:37 (GMT)
Brought back mousewheel multicut to Ctrl-R loopcut tool that was recently added. Tweak still doesn't work for the loopcut op, but it didn't before, so at least we're advancing.
October 1, 2009, 16:32 (GMT)
Fixing scons compile on windows.

Since bli_threads.h now includes pthreads directly, we need to had instructions in SConscripts everywhere for proper include path.

Frankly, I feel like this should be done in a global manner and not in a per lib fashion, but that is for another day.

This commit also fixes more missing properties
October 1, 2009, 16:30 (GMT)
Fix crashes with .blend files saved in particle mode, derivedmesh
can't be assumed to be made yet then.

October 1, 2009, 14:41 (GMT)
Fixed a part of [#19494]. Transform Lock Options didn't updated 3D View's Transform manipulator.

* Minor Code tweak in material RNA.
October 1, 2009, 12:33 (GMT)
Fix #19513: scroll wheel did not work when over disabled buttons.

October 1, 2009, 11:21 (GMT)
only link against python when its enabled
remove duplicate linking flags (looks like a copy/paste error)
October 1, 2009, 08:58 (GMT)
Cocoa port, events WIP:
- Fix keyboard keymap
- NSAutoReleasePool now drained at every cycle
- Tablet events combined with mouse events now handled
Revision 0901eaf by Matt Ebb
October 1, 2009, 04:14 (GMT)
* Added proper update/conversions for changing between degrees and "mm" in camera
September 30, 2009, 23:31 (GMT)
Use curve twist for the CurveDeform modifier and bones (anything that uses curve_deform_verts() and curve_deform_vector()).
So means minimum twist and twist smoothing are now used.

the Z up quaternion from the path is rotated to match the up axis given.

There was no logical rule for the up vector, some cases flipped the normals when used with the CurveDeform modifier.
Use the default X-Up behavior and match other settings with this. (comments explain this in detail).



- Interpolating quaternions didn't work in some cases, disabled for now.
- 'no_rot_axis' is different from in 2.4x since it now removes rotation from the tilt whereas before it edited the axis before calculating the tilt.
Revision bff893a by Janne Karhu
September 30, 2009, 22:10 (GMT)
Unified effector functionality for particles, cloth and softbody

* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).

Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
September 30, 2009, 21:31 (GMT)
building without bullet didnt work
September 30, 2009, 19:51 (GMT)
Update MSVC project files
September 30, 2009, 18:55 (GMT)
Bugfix for curve deform, would result in applying curve modifier inverting the normals for -Z.

Incorrect comparison with the 'axis' and OB_NEG#, the axis matches MOD_CURVE_NEG# which is from 1-6, not 0-5.
September 30, 2009, 18:18 (GMT)
Render & Compositing Thread Fixes

* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.

There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.


Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.

Revision 727745b by gsr b3d
September 30, 2009, 17:13 (GMT)
SVN maintenance.
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