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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.
September 29, 2008, 08:00 (GMT)
don't crash when trying to make a soft body 'fh' object
Revision 31d6a6b by Matt Ebb
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
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.
September 29, 2008, 06:58 (GMT)
Add Fh/Rot Fh to Bullet.
September 29, 2008, 04:36 (GMT)
fixing a little problem with grid after last view commit
Revision bab94c4 by Matt Ebb
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.
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.
September 29, 2008, 03:09 (GMT)
added anisotropic friction support for Bullet. Both for static and dynamic objects
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)
September 29, 2008, 00:44 (GMT)
Adding last view feature for PAD0
Revision 345dc8e by Matt Ebb
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...



September 28, 2008, 20:49 (GMT)
soc-2008-mxcurioni: merged changes to revision 16795 (final commit)
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.
September 28, 2008, 18:43 (GMT)
soc-2008-mxcurioni: FRS_glBlendEquation files
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