- fixed WinTab locking positioning into absolute mode
- hopefully fixes [ #5586 ] Cursor control
Note: Setting the extent of the digitizing context causes Application to override
system settings for pen/mouse control. Removing this fixed the issue.
headers <al.h>, <alc.h>, and <alut.h> instead of <AL/al.h>, <AL/alc.h>,
and <AL/alut.h>
(cmake generated makefiles now work out of the box on my intel mac)
on OSX to have slow selection and mouse response.
Code from the previous commit is still there, but the #define that
triggers it has been commented out.
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing
- removed warnings in attributes.cpp,
- and a first Klockwork bug fix: removed NULL returns in ntl_ray.h,
several other issues mentioned in the Klockwork report
are either hard to fix or not really errors...
I should have talked to joeedh before committing last time...
This is an another attempt to fix the mingw long commandline
issue on all versions of windows (I didn't realize that the
2k in Win2k refered to the length of the commandline).
In this version, I break libsrc.a up so that no archive has
more than 30 object files (adjustable with one line of
code). I also fudge the priority numbers to ensure correct
linking. This was done in a "guess the number" way until
it worked, so please test and please check for correctness.
WINDOWS CRASH EMULATION!
If you use the -d (debug) argument for starting blender, it will now:
- set all freed memory to 0xFFFFFFFF
- set all malloced memory to 0xFFFFFFFF
The first option will give nice crashers when you read from freed memory.
The second option is for OSX especially, it has the nasty habit to give
zeroed mallocs.
duplicate code. Also removed redundant files from the bsp module,
that where replaced by boolop last year, no sense in updating them
for these changes. On the user level things should still work the
same, this is only preparation work.
Not counting the removed files, -1501 lines of code, not too bad :)
Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there.
Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush .
Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated.
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
Boolean crashed when using vertexcolors or UVs. The fix is disputable... it
just always returns a valid char * for "face vertex material", whatever
that may be... this fix seems not to break anything.
Also moved the report to Todo tracker, with message:
-> Need new Boolean maintainer!
problems reported by klockwork.com who was very nice and has offered to
provide free source code analisys for us.
This one deals with freeing memory for an object when there is an
error. (The function allocated memory intending to return it but
then ran into problems, and was forgetting to free it before it returned
NULL)
Kent
* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users).
Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due
to this.
- this commit also has a few whitespace changes and
- made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
maintenance work:
- added missing files in blenkernel
- updated Bullet in extern
- Python: SurfNurb.c
- removed compile and dependency of PHY_Ode
- made blenderplayer compile again (had to add pthreads lib)
Experimental boolean tool optimization: for very large meshes a significant
amount of time is spend performing linear searches of edges. This patch
implements a "hash" table (really more of a bucket table) to narrow the
search space.
If someone should need to disable this, just remove the "#define HASH" at
the beginning of BOP_Mesh.h
module itself, replacing the special MEM_mallocT/MEM_freeT functions.
Mutex locking is only enabled when threads are running.
There was no good reason to have these separate, it just led to ugly
hacks when calling functions with non-threadsafe malloc from threads.
of the fluidsim can now be disabled with the
flag: BF_NO_ELBEEM='true', e.g. for irix systems.
(The number of ifdefs from the original
patch was reduced, and the defines are now
only necessary when elbeem is switched off.)
- particle generation option is available again
open the tablet and friends up....
Basically the issue this fixes is this. On my linux machine at
work someone setup a generic xorg.conf file that defines all
kinds of devices (a tablet and other stuff) which are not on my
machine. So blender was exiting when it tried to open the tablet
and failed. Now it doesn't.... :)
I also did some very minor reformatting... (replaced parts that had spaces
with tabs)
Kent
This is 'ported' from Nicholas Bishop's sculpting GSoC tree. I'm bringing it
over now so a) it can be there for when lukep does his GHOST refactor b) it's
something that GHOST should have anyway, particularly now there's interest in
painting tools and c) it's missing support in Windows, so hopefully now some
enterprising Windows coder can add that more easily in the main bf tree.
Right now X11 and Mac OS X are supported. I added and can maintain the Mac OS X
part, but I'm not familiar with the Xinput stuff, which Nicholas wrote. Both
X11 and Mac are collecting active device and pressure, and Mac is also
collecting x and y tilt data. Up to coders how they want to use this info! :)
Although the data's coming in, I haven't actually made this do anything. I
thought it best to leave it to brecht to figure out what he wants to do with the
painting stuff, and I wonder what other interesting uses there could be for it
(proportional edit?). I'll write implementation details in a separate mail to
the committers list.