August 7, 2014, 22:15 (GMT) |
Merge branch 'master' into testbuild |
Revision 8ecb39a by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, terrible_consequencer, testbuild) August 5, 2014, 14:32 (GMT) |
Fix cuddly strips shading and drawing issues. Also now there are no issues on big zooms (they behave really cuddly) |
Revision ff66e9f by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, terrible_consequencer, testbuild) August 5, 2014, 10:34 (GMT) |
Cuddlification of strips complete. Still need to make corners shrink on big zoom |
Revision 4af1346 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, terrible_consequencer, testbuild) August 4, 2014, 20:47 (GMT) |
Strip drawing : Remove handle square, triangle is enough indicator here. Also add cuddly outline |
August 1, 2014, 14:54 (GMT) |
Revert "Merge branch 'hair_system' into testbuild" This reverts commit 16759c2e6715cfd97b6433bb387411a1fdd7a6ae, reversing changes made to 5677519b0f98d1ad2e489ae76fe6071c069462e3. |
August 1, 2014, 14:45 (GMT) |
Merge branch 'hair_system' into testbuild |
August 1, 2014, 14:43 (GMT) |
Merge branch 'master' into hair_system |
August 1, 2014, 11:45 (GMT) |
Added missing static keywords on release mode debug function stubs. |
August 1, 2014, 11:04 (GMT) |
New memory management system for Bullet rigid bodies and some code reorganization. Bullet leaves the allocation and setup of rigid bodies up to the caller code. Our current system allocates btRigidBody structs (respectively the extended rbRigidBody wrapper struct) one-by-one. Deleting this data and other lifetime data management is the domain of Objects and their rigid body components. This behavior is fine as long as only persistent objects in the DNA data populate the RigidBodyWorld. However, for utilizing Bullet for other collision types (hair, particles) and more on-the-fly rigid body changes this model does not work well. Updating the rigid body world, registering/unregistering rigid bodies, keeping track of constraint references etc. becomes really difficult. The patch implements a memory pool for rigid bodies, which allows preallocating rigid body data for massive simulations. The lifetime of rigid bodies is also disconnected from Object data, so that simulations can use rigid bodies for data that is dynamically created and destroyed without having to worry about dangling pointers so much. The same principles should be applied to constraint data and collision shapes eventually, but rigid bodies are the most critical. Separation of concerns: Moved functions for building object rigid bodies and applying Bullet results to them into a dedicated file. The same should happen for hair, particles, and any other Bullet users later. Purpose is to keep the main Bullet world API limited to dealing with Bullet primarily and avoid fixating it on Object DNA data. Cleanup: Renamed a number of internal rigidbody functions to clarify the procedure: world_build: create rbRigidBody instances for stuff in Scene validate_*: ensure a rbRigidBody exists for an Object/particle/etc. sync_*: define Bullet settings for an Object/particle/etc. based on Blender Scene data world_apply: copy back data from Bullet after a step to the Blender Scene data |
August 1, 2014, 09:46 (GMT) |
Removed unused code. |
August 1, 2014, 09:35 (GMT) |
Hair debug cleanup: Nicer organization of drawing elements and a dedicated Debug class for solver info. The debug code uses preprocessor conditions to avoid all overhead in non-debug modes or when not using debug output. The only extra info at this point is for collision contact points, which will be imported from the Bullet collision world (not yet implemented). |
July 31, 2014, 17:54 (GMT) |
Store a dynamics world reference in the solver externals struct. This will provide the solver with contact points of the Bullet engine. |
July 31, 2014, 17:23 (GMT) |
Removed the deprecated steps-per-second property of the hair modifier. For now it uses Bullet time steps, this could later be modified. |
July 31, 2014, 17:04 (GMT) |
Integrate hair solver stepping with the global scene stepping used for Bullet physics. This is a preparation to using Bullet for hair-mesh collisions. This is much more accurate and requires less secondary interpolation when the hair solver is in sync with the Bullet stepping. Bullet uses essentially the same time step concepts as the hair solver did, i.e. the main "step" (1 frame) is divided into fixed-size "ticks". This is paramount for stability of the solver. The hair solver could eventually use a multiple or integer fraction of the Bullet tick size if more accuracy or performance is necessary. |
July 31, 2014, 15:44 (GMT) |
Revert "Squashed commit of current custom split normals work." This reverts commit 3d4f540cf42a46520a03ada98f1d2015a5830316. |
July 31, 2014, 15:43 (GMT) |
Squashed commit of current custom split normals work. |
July 31, 2014, 15:42 (GMT) |
Merge branch 'master' into testbuild |
July 31, 2014, 15:17 (GMT) |
Revert "Fullscreen Editor (new fullscreen mode for clean UI)" This reverts commit 046b1584c4f01e3e7b7838daaf9ba93d3bdf6762. |
July 31, 2014, 15:14 (GMT) |
Fullscreen Editor (new fullscreen mode for clean UI) Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) It should fullscreen the window and make it clean (no UI, no buttons). After exiting it, it should return to the previous window state (windowed/fullscreen). This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. Differential Revision: https://developer.blender.org/ - D678 (I hope testbuild doesn't close my differential) |
July 31, 2014, 15:00 (GMT) |
Merge remote-tracking branch 'origin/master' into HEAD |
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