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Revision 50faacc by Joshua Leung
September 27, 2008, 06:29 (GMT)
Auto-Keyframing (per scene):

Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs.

New scenes have their auto-keyframing settings initialised from the user-preferences.
Revision 049b88f by Joshua Leung
September 27, 2008, 04:51 (GMT)
Keyframing:

* Tidied up code a bit to remove an extra var declaration that may have been causing problems with Visual Keying

* Added buttons to Insert/Delete keyframes from current frame into Timeline header. Note that it preferentially works will insert keyframes for a 3d-view (if it exists), otherwise it "should" take the largest area available.
September 27, 2008, 00:36 (GMT)
force collision bound type to be convex hull or concave triangle mesh for soft bodies
set collision margin between soft and mesh back to .3, smaller is not useable (yet)
September 26, 2008, 23:20 (GMT)
fixed some outstanding issues with Bullet soft bodies:
1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
September 26, 2008, 21:49 (GMT)
fixed soft body collision against concave triangle meshes.
September 26, 2008, 21:27 (GMT)
avoid adding degenerate faces to a Bullet soft body
September 26, 2008, 21:21 (GMT)
Merge of SimpleDeform modifier from soc-2008-jaguarandi branch

http://wiki.blender.org/index.php/User:Jaguarandi/SummerOfCode2008/SimpleDeform

September 26, 2008, 19:38 (GMT)
Update MSVC project files
September 26, 2008, 19:00 (GMT)
nurbs surface resolution is now per segment rather then being distributed over the whole surface.
This is what 2D do alredy and makes resolution settings more like subsurf level.

- This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature.
- Using the do-versions from recent curve interpolation fix.

Tested with these files.

http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip

September 26, 2008, 18:03 (GMT)
BGE patch: local/global flag to distance contraint actuator.

Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected).
The N flag works differently in this case: only the object
orientation is changed to be parallel to the normal at the hit
point.

The linear velocity is now changed so that the speed along the
ray axis is null. This eliminates the need to compensate the
gravity when casting along the Z axis.
September 26, 2008, 17:46 (GMT)
Update MSVC project files
September 26, 2008, 16:43 (GMT)
Bullet build system fixes: add gimpact to the makefiles, and fix
blenderplayer linking for scons.

September 26, 2008, 16:14 (GMT)
Made simple deform limits be relative to BV of object
September 26, 2008, 14:54 (GMT)
Bugfix: the game player did not initialize tiff and quicktime, so loading
those file formats did not work. Also made sure G.order is initialized as
otherwise some reading tiff goes wrong.

September 26, 2008, 13:47 (GMT)
Fixed a UI bug on shrinkwrap constraint
Fixed vertexs weights on simpledeform modifier (they weren't working if the modifier was the first on stack, since it wasnt receiving a DerivedMesh with vertex weights)
September 26, 2008, 08:58 (GMT)
Revision 1206061 by Joshua Leung
September 26, 2008, 08:51 (GMT)
Patch #17346: Align bones in edit mode
Submitted by: Lorenzo Pierfederici (lento)

This patch adds the CTRL-ALT-A hotkey to align bones in armature edit mode.

It works the same way as parenting: selected bones will be aligned with active bone, if only one bone is selected it
will be aligned with its parent (if any)

Thanks!
Revision 06a5e9b by Joshua Leung
September 26, 2008, 08:40 (GMT)
scons/mingw linking fixes with bullet - adjusting priorities to find libs
September 26, 2008, 08:05 (GMT)
* split collision lib into its subparts
-This is to remedy long command-line troubles for scons/mingw users. Hopefully this goes ok on other platforms too :)
Revision 5adff90 by Matt Ebb
September 26, 2008, 07:12 (GMT)
* Some more tweaks to particle density rendering. I'm not 100%
sure if this is 'correct' but so far in testing it's been working
pretty well.

This also exposes a new 'Nearest' value, to determine how many
nearby particles are taken into account when determining density.
A greater number is more accurate, but slower.
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