- raytracing code now uses cylinder-line intersect for strands. It used
to intersect with the screen-aligned strand quads, giving too many
misses for tracing.
Note; mirror for hair is still not well supported!
- added in Materials a choice for whether a material is Traceable for
raytracing or whether it is part of Shadow buffers. This way you can
exclude hair strands from raytracing, but still get shadowbuffers for it.
on 64-bit machines.
This code only seems to be used by the game engine anyway; maybe it's
only linux which always compiles it regardless of whether game engine is
enabled?
- Editmode Mesh: after a split command, normals were not recalculated
ALso: in Particle buttons, made the "Tex" button go to the maximum of 10
channels.
Very ancient bug in boxfilter for image texture popped up with new code
for correct bumpmapping. Caused texture type "Extend" not to work when
using for bump.
- If the mirrored group doesn't exist yet, it creates that group now.
- Painting on any non-mirror group (not a name complying mirror rules), it
will now paint mirrored on the group itself.
- The Mesh octree for mirror painting was not created on loading a file
in WeightPaint mode, or on exiting Editmode for Mesh. This caused mirror
painting to not work always.
- Tweaked the threshold calculation for vertices, so it gives fewer misses.
While investigating alternative filters (Mitchell), I found two small
errors in the Gauss code, it clipped wrong and multiplied wrong, causing
settings other than filter size 1.0 to not work properly.
Took the last-minute liberty to add more filter types in Blender too.
Also wrote an extensive log about how sampling & filtering in Blender
works.
http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
mirror modifier and the clipping option now preserves verts on the
plane(s) of symmetry (i.e., those verts are smoothed, then projected
back to the plane(s) of symmetry).
and viscosity, an example can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/fluid_timeanim.mpg
- for simulation time animation the time IPO of the object is currently used,
for all three there should probably be new ipos in the fluidsim struct
- started the API in elbeem.cpp, to get rid of parser & export
via HD (it's not yet used)
replace the original one. so modifiers now work with them
(apply modifier, or edit mode still work on original mesh).
this should fix the three fluidsim bugs in the tracker.
- fixed stupid makesdna problem (writing "char string[160+80]" isnt
a good idea :)
- changed GUI a bit, now displays an estimate of the required memory,
there's still a problem with redrawing (currently relies on a call
to the derived mesh generation)
- the fluidsim struct changed to store the bounding box,
and the current loaded surface mesh
- temporary simulation files are now removed if env. var.
BLENDER_DELETEELBEEMFILES is not set or zero
- fluidsimSettingsFree now gets properly called when freeing an object