Revision 0c0c43f by Daniel Genrich June 3, 2008, 19:06 (GMT) |
Collision commit code cleanup for nicer compile |
Revision c84c020 by Daniel Genrich June 3, 2008, 18:48 (GMT) |
Collisions: Commit of collision cleanup, put kdop-bvh structure into BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch) |
Revision d6d4382 by Martin Poirier June 3, 2008, 16:43 (GMT) |
Fix mem leak in graph rem doubles |
Revision 62ca0e0 by Joshua Leung June 3, 2008, 10:04 (GMT) |
A few compiler warning fixes. Those in BME_customdata.c were more serious. |
Revision 29f839b by Joshua Leung June 3, 2008, 10:00 (GMT) |
Bugfix #13603: Action Editor Copy/Paste didn't trigger a depsgraph update for the active object (if the action was applied to it). |
Revision 6eeef64 by Peter Schlaile June 3, 2008, 06:42 (GMT) |
== REDCODE == got #endif position wrong, breaking compile without redcode, sorry. (Thanks to jms for pointing that out) |
Revision 510d4b2 by Campbell Barton June 3, 2008, 01:01 (GMT) |
increase the level you can zoom out (andy's timelapse videos were a pain to edit) |
Revision cfd6732 by Peter Schlaile June 2, 2008, 22:02 (GMT) |
== REDCODE == Forgot to free redcontext in IMB_free_anim... |
Revision 6be7bb5 by Peter Schlaile June 2, 2008, 21:39 (GMT) |
== redcode == Disabled by default now on all platforms besides Linux. |
Revision ca8aa8c by Peter Schlaile June 2, 2008, 21:35 (GMT) |
== RED one (redcode) == This adds redcode (the file format of RED one, R3D) support to blender. Seems to work fine with the footage I found on the web, but keep in mind, that because of the unoptimized nature of libopenjpeg, frame decoding isn't that fast. It is also a rather challenging task, to make 4k-float-footage realtime :) |
Revision 8a5f362 by Geoffrey Bantle June 2, 2008, 20:52 (GMT) |
-> More Bmesh Custom Data stuff Some more Bmesh custom data functions and structures. This still does not do anything yet because the various conversion functions don't bother making use of the new custom data functions. Hooking them up should be fairly simple though. Also note that the custom data code is mostly copy/pasted from the existing custom data functions for editmode with a few modifications. Duplicating code like this isn't nice, but I felt it was better to keep things for Bmesh 'standalone' for the moment and take only what is immediatly needed instead of creating a tangle of interdependant code. |
Revision 1cc61f6 by Benoit Bolsee June 2, 2008, 17:31 (GMT) |
Patch #11000 approved: [new function] KX_GameObject::alignAxisToVect() Align an object's axis to a given vector |
Revision 8a2a91d by Joshua Leung June 2, 2008, 02:54 (GMT) |
Added missing newline for error print in Py-button expressions |
Revision 86a0afb by Joshua Leung June 2, 2008, 01:02 (GMT) |
Compiler warning fixes (unused vars). Notes: - edgehash.c still has some weirdo code causing warnings on lines 80 and 117 i.e. if (v1<v0) v0 ^= v1 ^= v0 ^= v1; - material.c (in pyapi) apparently doesn't seem to be making use of some functions for glossy stuff |
Revision 85e77e5 by Geoffrey Bantle June 1, 2008, 18:43 (GMT) |
-> Fix for last few commits New memory allocator broke compilation on GCC/Linux. Fixed |
Revision 33321d1 by Geoffrey Bantle June 1, 2008, 18:02 (GMT) |
-> Beginning of Custom Data support for BMesh Now that new allocator is in place, Custom Data can be effeciently added to BMesh. The plan is to make all data not directly related to topology Custom Data and allow callers to decide precisely what information a mesh should have in order to make the best tradeoff between memory usage/speed. Right now not much to look at, just some structure definitions and commented out code. More to come soon... |
Revision 07b1608 by Geoffrey Bantle June 1, 2008, 17:15 (GMT) |
-> New memory allocator for Bmesh Added a new pooling allocator for Bmesh based upon the pool allocator availible in the Boost C++ library as described here: http://www.boost.org/doc/libs/1_34_0/libs/pool/doc/concepts.html Each pool allocates elements of a fixed size, so every element type in a mesh gets its own pool. For instance verts occupy a different pool than edges. Each pool is comprised of multiple arrays of a fixed size and allocating /freeing elements is simple as removing or adding a head to a linked list. Since the list of free elements is interleaved throughout the unused space in the arrays, the overhead for storing the free list is only 1 pointer total per pool. This makes building/destroying bmesh structures much faster and saves quite a bit of memory as well. |
Revision 652ee1e by Campbell Barton June 1, 2008, 16:13 (GMT) |
functionality fix Originally the only way to run scripts automatically was with scriptlinks, which could be disabled for loading untrusted blend files. Since then PyDrivers and PyConstraints would run even when G.f&G_DOSCRIPTLINKS was disabled. Gensher, Theeth and Ianwill agree its acceptable to reuse the flag for other areas python runs automatically. PyNodes still have no way to be disabled, (todo before 2.46a) |
Revision 8937989 by Peter Schlaile June 1, 2008, 14:37 (GMT) |
== FFMPEG == Shouldn't crash any more in the case that a) invalid video options were selected and b) audio multiplexing was active [#13311] video_stream NULL when writing ffmpeg (did'nt crash for me though, but added extra protection :) ) |
Revision c0199e1 by Campbell Barton June 1, 2008, 13:18 (GMT) |
bugfix (typo) [#13587] Python API Material.sssFront broken |
|