Revision f6024cf by Erwin Coumans July 22, 2005, 16:46 (GMT) |
aCVS: ---------------------------------------------------------------------- added minkowskisum in the raytrace demo update vc8 projectfiles |
Revision b6b352e by Daniel Dunbar 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 |
Revision 9e502da by Daniel Dunbar 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 |
Revision bd19d6f by Joseph Gilbert 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 |
Revision e546e81 by Daniel Dunbar 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). |
Revision 5e34b80 by Daniel Dunbar July 22, 2005, 06:45 (GMT) |
- add ID.h and correct dna.c locations for my projectiles |
Revision 4060b82 by Daniel Dunbar 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 ;) |
Revision 451161c by Daniel Dunbar 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. |
Revision 96a6a38 by Ton Roosendaal 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 |
Revision 24f2b61 by Daniel Dunbar 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 |
Revision 33709bf by Daniel Dunbar 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). |
Revision 9449f0b by Daniel Dunbar 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... |
Revision 676b901 by Martin Poirier 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. |
Revision 15f6ce4 by Daniel Dunbar 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) |
Revision e51f93b by Daniel Dunbar 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) |
Revision f17ecb5 by Daniel Dunbar 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) |
Revision 734d5b2 by Daniel Dunbar July 20, 2005, 18:15 (GMT) |
- renderer always goes through DerivedMesh atm, means no need to recalc vertex normals (can be assumed good) |
Revision bacb560 by Daniel Dunbar 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. |
Revision 8a947c2 by Daniel Dunbar July 20, 2005, 16:45 (GMT) |
- fix convert XXX _to mesh to recalc mesh data |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021