Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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September 26, 2008, 06:25 (GMT)
support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects.
September 26, 2008, 02:27 (GMT)
Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
September 26, 2008, 02:02 (GMT)
SimpleDeform now initializes limit values to the BB when its added to an object
Revision 78c50f7 by Matt Ebb
September 26, 2008, 01:54 (GMT)
Wheee!

Initial commit for supporting rendering particles directly as
volume density. It works by looking up how many particles are
within a specified radius of the currently shaded point and using
that to calculate density (which is used just as any other
measure of density would be).

http://mke3.net/blender/devel/rendering/volumetrics/smoke_test01.mov
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test01.blend

Right now it's an early implementation, just to see that it can
work - it may end up changing quite a bit. Currently, it's just a
single switch on the volume material - it looks up all particles
in the scene for density at the current shaded point in world
space (so the volume region must enclose the particles in order
to render them.

This will probably change - one idea I have is to make the
particle density estimation a procedural texture with options for:
* the object and particle system to use
* the origin of the co-ordinate system, i.e. object center, world
space, etc.

This would allow you in a sense, to instance particle systems for
render - you only need to bake one particle system, but you can
render it anywhere.

Anyway, plenty of work to do here, firstly on getting a nice
density evaluation with falloff etc...
September 25, 2008, 21:04 (GMT)
don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
September 25, 2008, 20:29 (GMT)
Keep persistent results for retargeting. Easier weight adjustement.

Will have to do a second pass tomorrow to fix some leftovers.
Revision 9a7c537 by Janne Karhu
September 25, 2008, 18:31 (GMT)
Fix for [#17677] Blender Crash when Baking Boids
- A check for getting the "better" dm was missing from the boids code. I plan on converting the boids code into using the collision modifier one of these days but hopefully this quick fix will do for now.
September 25, 2008, 18:02 (GMT)
soc-2008-mxcurioni: incorporated Tamito Kajiyama's patch, improving robustness for the Win32 build on older machines. In detail, the _blendEquation variable from AppCanvas is replaced by a _basic variable in Canvas, determing the rendering mode (standard with blending or basic). This latter variable is used to make sure that strokes are rendered in the right mode
September 25, 2008, 17:53 (GMT)
avoid crash and apply force for soft bodies.
copy normals for soft body vertices, to get proper lighting
September 25, 2008, 17:43 (GMT)
[#17679] BGE print statement when start and when finish
from Dalai Felinto (dfelinto)

would useually not encourage prints in these cases, except its often useful to know if an error happened since you last pressed Pkey and without this you end up needing to manually clear the terminal.
September 25, 2008, 16:48 (GMT)
re-use some Blender soft body settings for Bullet game soft bodies
September 25, 2008, 16:35 (GMT)
soc-2008-mxcurioni: corrected texture loading feedback, removed paper textures from the project
September 25, 2008, 16:19 (GMT)
BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name).
September 25, 2008, 16:13 (GMT)
Update MSVC project files for blenderplayer
Revision 1722aeb by Kent Mein
September 25, 2008, 15:39 (GMT)
This is part of the cleanup Campbell wanted :)

Just getting rid of license_key stuff.

The project files still need to be updated:
projectfiles_vc7/blender/src/BL_src_cre.vcproj
projectfiles_vc7/blender/blendercompactNG.vcproj

Just search for these files in them.

Kent
September 25, 2008, 13:17 (GMT)
patch [#17683] Fix OBJ import line endings
from Tom Nixon (greysquare) for fixing [#17681] .OBj import issues
September 25, 2008, 11:30 (GMT)
Update of the very ancient 2.3 text of blender.html.
Thanks Nathan Letwory for the poke!

September 25, 2008, 08:41 (GMT)
binreloc include was wrong for make, removed last YESIAMSTUPID
Revision 707f2e3 by Matt Ebb
September 25, 2008, 06:08 (GMT)
* Worked a bit on cleaning up the code involving layering volumes on
solids, in front of other volumes, etc. Now there's a 'layer depth'
value that works similarly to refraction depth - a limit for how many
times the view ray will penetrate different volumetric surfaces.

I have it close to being able to return alpha, but it's still not 100%
correct and needs a bit more work. Going to sit on this for a while.
September 25, 2008, 03:02 (GMT)
improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices
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