Blender Git Loki

Blender Git "testbuild" branch commits.

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August 7, 2014, 22:15 (GMT)
Merge branch 'master' into 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)
August 5, 2014, 10:34 (GMT)
Cuddlification of strips complete. Still need to make corners shrink on big zoom
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
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021