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Revision 08b8fc3 by Janne Karhu
September 5, 2009, 20:12 (GMT)
Disconnect/connect hair:
- Moves hair from face-space to global space and back.
- Allows for editing of emitter mesh after hair combing.
- Disconnect hair before doing topology changing changes in mesh edit mode, connect after changes.
- Notes:
* The closest location on emitter surface to the hair root is used to connect the hair.
* Emitter deflection, sticky roots and add brush don't apply for disconnect hair in particle mode.
- Todo for future:
* Copy disconnected hair from object to another (when 2.5 has proper copy operators again).
* Possible automatic disconnect/connect with topology changing operations in mesh edit mode.

Other changes/fixes:
- Proper subtypes for some particle mode notifiers.
- Particle mode selections didn't draw correctly because of using lighting for the paths.
September 5, 2009, 09:54 (GMT)
Option to correct for 3D curve twist error. example before and after.
http://www.graphicall.org/ftp/ideasman42/curve_auto_twist.png
Access next to the "3D" edit button.

details...
- open curves use the first points orientation and minimize twist for each new segment.
- cyclic curves calculate the least twist in both directions and blend between them
- AxisAngleToQuat replaced inline code.
- Notice the model on the right now has more even corners. added Vec3ToTangent to arithb.c.

Revision 971155b by Joseph Eagar
September 5, 2009, 06:10 (GMT)
part one of profiling/optimizing. made cddm not update tesselations itself in cddm_from_mesh. also made BMO_Test/Set/ClearFlag into macros, and tweaked the way normals are calculated.
Revision 05c4405 by Joshua Leung
September 5, 2009, 04:04 (GMT)
2.5 - Demo of how to get node attributes animateable

* Made sure that nodes have a working 'path' function (needed for any tools that will resolve paths needed for animating properties)

* Replaced all the UI button controls for a single node (Vector Blur) with relevant RNA buttons which can be animated. There are probably some even nicer ways to do this (i.e. using layout engine for drawing all sets of buttons), though this is the easiest way forward in the immediate future.
Anyways, if people are interested in getting this working, they will need to spend time to replace all the necessary button calls :)
September 5, 2009, 02:14 (GMT)
* fix lib list creation. now blenderplayer links fine with both scons/mingw and scons/msvc
September 5, 2009, 02:13 (GMT)
remove unnecessary semi-colons
September 5, 2009, 01:58 (GMT)
== SCons ==
* bring back 'player' libtype, after investigation with ideasman.
scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
September 4, 2009, 23:22 (GMT)
* fix linking order.

NOTE: this needs changes to stubs.c, but need to check with ideasman_42 how to fix with cmake. Probably linking order issues, but stubs.c currently generates warnings for msvc (redefinition of funcs) and errors for mingw (same redefinitions). Removing the offending lines from stubs.c fixes that.
Revision c802d18 by gsr b3d
September 4, 2009, 23:20 (GMT)
Comment out line so build does not crash due to NULL pointer.
Revision f09d605 by Janne Karhu
September 4, 2009, 23:06 (GMT)
Some particles cleanup & fixes:
- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
Revision ec5a8c0 by Joshua Leung
September 4, 2009, 22:50 (GMT)
2.5 - Animation Tweaks

* Sequencer data is now animateable. Was missing a 'path' setting. For now, sequencer data is animated under scene, since SequenceEditor is not an ID block.
* Fixed some buggy insert-keyframe code.
September 4, 2009, 22:07 (GMT)
- buttons to move logic bricks up and down when they are collapsed
- made actuators and sensors 300 wide (like they were in 2.4x, someone must have changed that). The layout didnt take advantage of the extra width and it looked odd.
September 4, 2009, 21:34 (GMT)
2.5: increase subversion to init new sound userpref variables.

September 4, 2009, 21:21 (GMT)
Strip input is not used for sound strips in 2.5.
September 4, 2009, 21:02 (GMT)
2.5

Make local and make single user are back for ID template.

Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.

Further, some small changes:

* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.

September 4, 2009, 20:57 (GMT)
fix for relative path to build bplayer with cmake in windows (ffmpeg still needs to be off)
September 4, 2009, 20:51 (GMT)
2.5

Notifiers
---------

Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:

* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).

Depsgraph
---------

The dependency graph now has a different flush call:

DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)

It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.

Docs
----

I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers

September 4, 2009, 20:14 (GMT)
Added sound device default settings for the gameplayer.
September 4, 2009, 20:03 (GMT)
Fixed sound stuff for gameplayer, no sound though as U.audiodevice is set to 0 (="No Audio").
September 4, 2009, 19:27 (GMT)
fix for ffmpeg with cmake, now linking
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