Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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July 22, 2005, 16:46 (GMT)
aCVS: ----------------------------------------------------------------------
added minkowskisum in the raytrace demo
update vc8 projectfiles
July 22, 2005, 16:40 (GMT)
- got fed up with not being able to put a breakpoint on MEM_
errors, switched MEM_set_error_stream to MEM_set_error_callback
that calls a function to print result instead of just giving
a FILE *

Note: requires intern recompile
July 22, 2005, 15:09 (GMT)
- bug fix, old files with me->subdiv==0 crashed, fix to make sure they
don't crash and also changed patch to properly init SubsurfModifierData
July 22, 2005, 10:04 (GMT)
_update to msvc7 project files_
- adds new files for modifer
- removes build from python
- hopefully fixes the mac line endings
July 22, 2005, 07:37 (GMT)
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)

todo: add drawFacesTex for ccgderivedmesh

So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.

Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
July 22, 2005, 06:45 (GMT)
- add ID.h and correct dna.c locations for my projectiles
July 22, 2005, 05:03 (GMT)
- put {} around the various minmax defines... this was a nice bughunt
Revision 438b5a6 by Chris Burt
July 22, 2005, 03:25 (GMT)
Fix for bug #2766: Shear shortcut broken

The problem is that the shear shortcut that was originally chosen was
eaten up by the shortcut to switch to the scale blezmo. Changed the
shortcut to CTRL + ALT + SHIFT + S which is painful but seeing as how
shear in object mode has limited use, I don't think it will cause any
real problems. I also updated the menu entry to match.

This was assigned to Martin but he's busy so I did it... and if I did it
wrong... blame him for not fixing it sooner ;)
July 21, 2005, 22:34 (GMT)
- bump blender version
- warning fixes (unused vars)
- added do_lib_versions for patches that need to happen
after linking and updated some patches.

There are still issues where patches can go wrong, particularly
if an Object is linked from another file. However, this should
fix all crashes.
July 21, 2005, 22:03 (GMT)
New drawmode for the Armature geeks!

It was noticed that Bones dont perform well in 'xray' drawing, for that
purpose a very minimal style would serve best.
This new option "Line" draws a solid line with bitmap circles in endings.

http://www.blender.org/cms/Armature_draw_modes.629.0.html

Or temporal pics:

http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt.jpg
July 21, 2005, 21:19 (GMT)
- add comments to BKE_DerivedMesh.h about which functions are called in editmode
- gcc warning fixes
- start work to make CCGDerivedMesh able to run in object mode (hint: more
speed improvements)
- fix modifier move down tooltip
July 21, 2005, 20:30 (GMT)
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.

New feature: Incremental Subsurf in Object Mode

The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.

However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.

I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
July 21, 2005, 16:46 (GMT)
- changed GetRawFromObject to always return mesh name/info... this
is a behavior change from prev releases, used to be only NMesh that
were not from a subsurf would have name...
July 21, 2005, 05:43 (GMT)
Tsk, noob mistake in intrr's radiosity commit (not collecting invisible faces).
Didn't check pointer, so it crashed if the mesh didn't have TFaces.
July 21, 2005, 02:56 (GMT)
- apologies, made stupid newbie error in makesdna change (I'm blushing),
which majorly borked DNA and meant crashes everywhere. (C pointer
arith, you know)
July 20, 2005, 20:54 (GMT)
- add my private version of VC7 project files... they are a lot better
for actually working on blender than the standard ones:
- all files are in one project, makes include directory maintainence
much much easier
- builds faster because VS.net doesn't build multiple projects fast
(builds in 2 minutes on my athlon 1.5)
- warnings settings are tweaked so that in debug mode only important
and non-overwhelming ones show up
- debug compile is incremental (speedy, one line change builds are
about a second)
July 20, 2005, 20:46 (GMT)
- add option argument to makesdna for path within which to look
for DNA includes instead of assuming run from in source dir
- remove casts to long before comparing pointers (warning fix)
July 20, 2005, 18:15 (GMT)
- renderer always goes through DerivedMesh atm, means no need
to recalc vertex normals (can be assumed good)
July 20, 2005, 18:04 (GMT)
- readfile incorrectly increased user count for Lattice & Curve
modifier objects
- make unlink_object clear Lattice & Curve Modifier object references
- add expand_modifiers for liblinking

There really needs to be a more consistent and unified way of dealing
with datablock references between objects. It should be possible to
make this generic so that lib_link, expand_, DEP graph, unlink,
oops and maybe outliner can use a single API. The code to deal with
this is too bulky and error prone at the moment.
July 20, 2005, 16:45 (GMT)
- fix convert XXX _to mesh to recalc mesh data
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