blender/release
Sergej Reich 2260a7dbc0 Rigidbody: Add option to choose mesh source for collision shapes
The options are:
Base: Base mesh
Deform: shape keys and deform modifiers
Final: All deformations and modifiers

It would be nice to have a way of specifying where exactly in the
modifier stack the collision shape is generated. However this is not
staight forward since the rigid body simulation is not part of the
modifier system and would require hacks to make it work.
2013-12-26 18:38:05 +01:00
..
bin Maintenance: Shebang lines fix for some python scripts 2013-11-18 20:41:22 +11:00
darwin OSX/codesigning: Instructions on codesigning in case i get lost :-P 2013-10-28 18:13:27 +00:00
datafiles Missed one usage of use_hidden_preview. 2013-12-09 22:16:05 +01:00
freedesktop patch to our desktop file from debian, German translation. 2012-04-16 09:56:12 +00:00
scripts Rigidbody: Add option to choose mesh source for collision shapes 2013-12-26 18:38:05 +01:00
text Documentation: 2013-11-17 00:37:12 +01:00
windows misc minor edits. 2013-03-29 06:25:22 +00:00
environment-macosx shapekeys are now stored as customdata in editmode, so edit operations like subdivide work (mostly) correctly. tesselated faces now store correct normals in more situations. and added more missing files from the last merge, there may be more though. 2009-11-02 06:33:16 +00:00
environment-mswindows set svn end of lines to native 2011-05-09 08:15:38 +00:00
environment-unix shapekeys are now stored as customdata in editmode, so edit operations like subdivide work (mostly) correctly. tesselated faces now store correct normals in more situations. and added more missing files from the last merge, there may be more though. 2009-11-02 06:33:16 +00:00