Revision 445b83e by Ton Roosendaal September 29, 2008, 09:50 (GMT) |
Bugfix #17687 Scaled cameras get orthogonalized on render, and did not get a signal to refresh the matrix, resulting in wrong display of camera in 3d win. |
Revision e17c2c5 by Joshua Leung September 29, 2008, 08:11 (GMT) |
Bugfix: Recoded pidhash's recent Pad0 (Lastview) commits (r.16802 and r.16810). It was causing major issues with Ortho perspective + rotating the view with the MMB. Setting G.vd->view to -1 was not such a valid way to do so (and also, this didn't play nicely with smoothview). This feature should now work correctly, though there are still one or two places where it doesn't always seem totally correct yet. The basic idea of this feature, is that after going into camera mode (Pad0), pressing Pad0 again lets you go back to the view as you had it before entering camera mode. |
Revision 638c51b by Erwin Coumans September 29, 2008, 08:00 (GMT) |
don't crash when trying to make a soft body 'fh' object |
September 29, 2008, 07:56 (GMT) |
* New Point Density texture option: 'Object Vertices' This works very similarly to particles, it just uses the object's renderable vertices as the points instead. http://mke3.net/blender/devel/rendering/volumetrics/pd_objectvertices.png |
Revision 2c289a0 by Erwin Coumans September 29, 2008, 07:17 (GMT) |
Clarify that in Bullet, the 'radius' is used for both sphere bounds, but also for Fh/Rot Fh. So even if other bound types are used (such as box etc), the radius will be used for Fh/Rot Fh. |
Revision cef5c4b by Erwin Coumans September 29, 2008, 06:58 (GMT) |
Add Fh/Rot Fh to Bullet. |
Revision cddd38f by Joilnen Leite September 29, 2008, 04:36 (GMT) |
fixing a little problem with grid after last view commit |
September 29, 2008, 04:19 (GMT) |
Point Density texture The Point Density texture now has some additional options for how the point locations are cached. Previously it was all relative to worldspace, but there are now some other options that make things a lot more convenient for mapping the texture to Local (or Orco). Thanks to theeth for helping with the space conversions! The new Object space options allow this sort of thing to be possible - a particle system, instanced on a transformed renderable object: http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov It's also a lot easier to use multiple instances, just duplicate the renderable objects and move them around. The new particle cache options are: * Emit Object space This caches the particles relative to the emitter object's coordinate space (i.e. relative to the emitter's object center). This makes it possible to map the Texture to Local or Orco easily, so you can easily move, rotate or scale the rendering object that has the Point Density texture. It's relative to the emitter's location, rotation and scale, so if the object you're rendering the texture on is aligned differently to the emitter, the results will be rotated etc. * Emit Object Location This offsets the particles to the emitter object's location in 3D space. It's similar to Emit Object Space, however the emitter object's rotation and scale are ignored. This is probably the easiest to use, since you don't need to worry about the rotation and scale of the emitter object (just the rendered object), so it's the default. * Global Space This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location. |
Revision 425264d by Erwin Coumans September 29, 2008, 04:14 (GMT) |
Update the Bullet/game buttons_bullet, to better reflect usage. 1) Anisotropic friction works for static and dynamic objects 2) For soft bodies, assume triangle mesh if no bounds a chosen 3) Form factor == inertia scaling factor, it was actually hooked up in Bullet 4) Only show 'radius' if sphere is chosen, or no bounds+dynamics (== sphere bounds) |
Revision 32b733d by Joshua Leung September 29, 2008, 04:00 (GMT) |
Patch #17500: fixes: multiple IK's on bone + targetless IK Submitted by: Teppo Kansala (teppoka) See patch report for details of fixes. https://projects.blender.org/tracker/index.php?func=detail&aid=17500&group_id=9&atid=127 Note: the patch submitter's test files were quite nice, and would be good to have in our regression suite. |
Revision 0b622fc by Erwin Coumans September 29, 2008, 03:09 (GMT) |
added anisotropic friction support for Bullet. Both for static and dynamic objects |
Revision 25fc47a by Campbell Barton September 29, 2008, 02:16 (GMT) |
tests for 2d triangle and quad intersection would only work if the points were ordered clockwise. now return 1 for clockwise, -1 for counter-clockwise and 0 for no intersection. |
Revision f001e58 by Joshua Leung September 29, 2008, 00:47 (GMT) |
Updates to hotkeys.py with some hotkeys I've added/changed over past few releases (note, this doesn't cover all of them yet) |
Revision 12c688f by Joilnen Leite September 29, 2008, 00:44 (GMT) |
Adding last view feature for PAD0 |
September 28, 2008, 23:40 (GMT) |
Fix: point density texture now works with the 'auto name' button |
Revision cf68372 by Joshua Leung September 28, 2008, 23:17 (GMT) |
Second try at committing IPO code cleanups... |
Revision e71af35 by Maxime Curioni September 28, 2008, 20:49 (GMT) |
soc-2008-mxcurioni: merged changes to revision 16795 (final commit) |
Revision efd969d by Maxime Curioni September 28, 2008, 20:15 (GMT) |
soc-2008-mxcurioni: merged changes to revision 16795 (repaired) |
Revision d1ce4fb by Janne Karhu September 28, 2008, 19:53 (GMT) |
A previous commit by me (16701) broke keyed- and none-physics particles or at least made them do funny things. |
Revision bb8477e by Maxime Curioni September 28, 2008, 18:43 (GMT) |
soc-2008-mxcurioni: FRS_glBlendEquation files |
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