September 21, 2013, 05:12 (GMT) |
rigidbody: Fix activation on collision when both bodies were deactivated Missed checking for both members of collision pair. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Add activation based on time Time is specified in seconds. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Fix effectors getting weaker/stronger with different fps Effectors weaken the force based on fps, for bullet we need to keep it constant regardless of render fps. To stay relatively backwards compatible the force will stay the same when using 24 fps since it's blender's default. |
September 21, 2013, 05:12 (GMT) |
rigidbody: Fix changing to a deforming collision shape during simulation |
September 21, 2013, 05:12 (GMT) |
drawobject: Add option to disable physics visualization Right now this only disables rigid body visualizaion. TODO: Disable visualizaion for other simulations as well. |
September 21, 2013, 05:11 (GMT) |
rigidbody: Update 3d view when changing collision shape |
September 21, 2013, 05:11 (GMT) |
drawobject: Draw game engine collision bounds in edit mode It's usefull to see how the collision shape will look like while editing the mesh. Also draw rigid body collision shape even if game engine bounds are drawn. |
September 21, 2013, 05:11 (GMT) |
rigidbody: Allow active rigid bodies to deform |
September 21, 2013, 05:11 (GMT) |
rigidbody: Allow triangle mesh shapes to deform during simulation Only supported when using the "Deform" mesh source. TODO: look into deforming active rigid bodies |
September 21, 2013, 05:11 (GMT) |
rigidbody: Use own structure to store mesh data for collision shapes This gives us better access to the mesh data for collision shapes. Also should be faster to create. TODO: look into sharing at least vertex data between collision shape and derived mesh. |
September 21, 2013, 05:11 (GMT) |
rigidbody: Disable internal edge info There is a conflict with using it and compound shapes at the same time. Since we wrap all shapes in compounds, it has no effect. |
September 20, 2013, 20:25 (GMT) |
svn merge -r59869:60272 ^/trunk/blender |
September 6, 2013, 17:59 (GMT) |
rigidbody: Add effector weights for individual rigid bodies There's a need for more fine grained control over how individual rigid bodies are affected by force fields. Having effector weights for both the world and bodies might be too much. If so, we could drop it from the world and copy the world settings to the body setting for old files. |
September 6, 2013, 17:59 (GMT) |
rigidbody: Code cleanup Remove some debug prints. |
September 6, 2013, 17:59 (GMT) |
rigidbody: UI cleanup Split a row that was too long into two columns. |
September 6, 2013, 17:59 (GMT) |
rigidbody: Add internal edge info for triangle mesh shapes This is necessary so that triangle edges don't create erroneous collisions. TODO: Fix issues when using compound shapes |
September 6, 2013, 17:59 (GMT) |
rigidbody: Fix compiler warning |
September 6, 2013, 17:59 (GMT) |
rigidbody: Add activation types Now users can specify how object can be activated. Right now only two options work: Collision: bodies are activated on collision with other bodies Trigger: bodies are activated on collision with trigger objects TODO: implement activation based on time. |
September 6, 2013, 17:59 (GMT) |
rigidbody: UI cleanup Split Activation and Deactivation into separate columns. Rename "Enable Deactivation" -> "Allow Deactivation". "Deactivation" is still a little misleading, maybe we should use "Sleeping" instead? |
September 6, 2013, 17:58 (GMT) |
rigidbody: Add ghost objects Ghost objects simply don't respond to collisions, mostly useful for triggers for now. The UI is getting messy now, will clean up later. |
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