Revision e7f5d07 by Daniel Genrich January 25, 2008, 08:55 (GMT) |
New: load cached data on file load; Fixed: Don't destroy cache on fileload, calculate normals correctly, don't reset all data when pressing partial free, making also cache free buttons available when cache is protected, duplicating cloth with shift-d should work properly now |
Revision ee19d9a by Martin Poirier January 25, 2008, 04:38 (GMT) |
=== Mirror Tool === Fix call order mix up. That's what I get for doing "cleanup" before a commit. Tested as working ok with this. |
Revision 7d157e2 by Nicholas Bishop January 25, 2008, 04:17 (GMT) |
== Sculpt == Cleaned up some old parts of sculpt. Got rid of the old EditData struct in favor of two new "brush action" structures, which split the symmetry data out from everything else. Cleaned up various names and such as well. There should be no user-visible changes. |
Revision 0252ad5 by Jens Ole Wund(bjornmose) January 24, 2008, 23:27 (GMT) |
made correct physics visible on solver panel i did not like the accusation blenders soft body module is too bad coded to not respect law of energy conservation. well .. animators most of the times don't care if there was a theoretical physics law .. they want to get things done hum i think on the other hand it is for sure raising confidence to the soft body module when simple physical rules can be verified so i won't 'turn a hand' on either approach IMHO the inaccurate soft approach serves best to animators anyhow you have both so you can decide devil or Beelzebub have fun BM |
Revision f289bb8 by Campbell Barton January 24, 2008, 23:23 (GMT) |
added a function to the outliner for groups - "Link Group Objects to Scene" in some cases removed some globals from the |
Revision ad7a03e by Campbell Barton January 24, 2008, 22:43 (GMT) |
minor fix |
Revision 64109d8 by Campbell Barton January 24, 2008, 21:32 (GMT) |
Select linked particles (Shift+L) |
Revision 04512c7 by Campbell Barton January 24, 2008, 20:31 (GMT) |
fix for lightwave object loader |
Revision 450b366 by Martin Poirier January 24, 2008, 20:11 (GMT) |
=== Mirror Tool === Making the mirror tool axis selection interactive instead of using a popmenu. Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations). Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too. In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection. |
Revision 9c02ca3 by Brecht Van Lommel January 24, 2008, 15:41 (GMT) |
Fixes for SSS with render layers. Now in the preprocessing pass it uses flags from all render layers added together, not fully correct yet, but it's not so easy to separate passes cleanly with SSS. |
Revision 5219b56 by Ton Roosendaal January 24, 2008, 15:03 (GMT) |
Phase one of better masking support while rendering. Problem: artist wants character to walk in grass, but still have all rendered in seperate render-layers, for postpro effects and vblur. How to efficiently create a mask image you can put *over* the character for the grass? Solution has two parts; this commits allows any layer inside of the renderlayers to become a Z-mask (Z values for solid gets filled in, but not rendered). Second part of commit is render option "Only render stuff that's in front of a zbuffer value that was filled in (saves render time) |
Revision fcff2e0 by Brecht Van Lommel January 24, 2008, 14:16 (GMT) |
Added an "effector" vertex group for hair, that defines how much influence effectors have. |
Revision 8a00089 by Ton Roosendaal January 24, 2008, 13:43 (GMT) |
Composite fix: the RenderLayer node option "rerender only this layer" did not invoke a re-composite signal to the right window. Looked like as if the re-render had no effect. |
Revision 0214596 by Brecht Van Lommel January 24, 2008, 13:11 (GMT) |
Fix for strand render + simplification + vector blur. With the number of strands changing between frames, vector blur couldn't work. Now speed vectors are interpolated from the surface. This also means child particles don't have to be computed in the previous and next frames, so saves time too. |
Revision 7054664 by Daniel Genrich January 24, 2008, 10:53 (GMT) |
Revision 18ab78c by Janne Karhu January 24, 2008, 10:44 (GMT) |
Particle instance modifier works again in path mode. There's still some work to do with rotations and twisting though. |
Revision c5dc7c7 by Daniel Genrich January 24, 2008, 10:43 (GMT) |
New: Editable cache. Fixed: Don't clear cache on e.g. lamp moving. Changed: Switched to another modifier type to be more flexible (allows tearing later) |
Revision eb5643f by Nathan Letwory January 24, 2008, 07:25 (GMT) |
* copy python25_d.dll when building BF_DEBUG=1 |
Revision 5d07d22 by Jens Ole Wund(bjornmose) January 24, 2008, 00:51 (GMT) |
part 2 of n in the process to make the soft body UI consistent/understandable that is -> split material properties from solver settings this part deals with solver settings |
Revision 0d3c8ad by Joshua Leung January 24, 2008, 00:03 (GMT) |
* Made the "mini axis" draw with lines proportional to it's size. Currently, the thick lines are a bit too thick at larger sizes, but it's better than having slower viewports. * Fixed bug with IPO-transform. When "Switch Mouse Buttons" is on, click-drag transforms of keys didn't work. |
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