Blender Git Commits

Blender Git "cloth-improvements" branch commits.

September 19, 2018, 13:55 (GMT)
Fix collision multithreading inconsistency

Multithreading makes collisions be detected in different orders, causing
the clustering step of collision resolution to generate possibly
slightly different results on each run. This commit makes collision
order consistent.
September 19, 2018, 13:55 (GMT)
Fix mistake in collision indexing
July 22, 2018, 23:36 (GMT)
Fix incorrect poll function signature in rna_cloth.c
July 19, 2018, 14:33 (GMT)
Merge branch 'master' into cloth-improvements
April 20, 2017, 16:37 (GMT)
Merge branch 'master' into cloth-improvements
April 13, 2017, 13:48 (GMT)
Merge branch 'master' into cloth-improvements
April 4, 2017, 09:56 (GMT)
Copy cache when copying cloth object
April 3, 2017, 14:49 (GMT)
Replace collision spinlocks with atomic_ops
April 3, 2017, 14:04 (GMT)
Self collision refactor (prep for threading)
April 3, 2017, 14:04 (GMT)
Multithread self collision detection
April 3, 2017, 14:04 (GMT)
Multithread object collision detection
April 3, 2017, 10:00 (GMT)
Collision refactor (prep for threading)
March 30, 2017, 17:51 (GMT)
Implement cloth trouble indication map

This allows one to set a vertex group, to which "trouble" data is
written. This allows one to see where issues occured for instance in the
event of a cloth explosion.
March 19, 2017, 15:34 (GMT)
Fix silly mistake in collision impulse clamping

Forgot to ignore clamping when set to zero, so collisions were just
being completely ignored at that value :
March 18, 2017, 22:41 (GMT)
Fix vertex group influence UI
March 18, 2017, 22:35 (GMT)
Fix blenderplayer linking
March 18, 2017, 19:53 (GMT)
Implement collision impulse clamping (to prevent explosions)
March 18, 2017, 16:04 (GMT)
Fix max subframe handling in adaptive subframes
March 18, 2017, 16:03 (GMT)
Implement instability compensation
March 17, 2017, 03:49 (GMT)
Fix critical collision bug

Collision object coordinates were not being updated when moving back in
time, causing simulation recalculations to somethimes have the collision
object only at the final position on the first simulated frame.

This also changes collision objects to use static bvh (like the cloth
bvh), which should cause a slight performance improvement.
By: Miika HämäläinenLast update: Nov-07-2014 14:18 MiikaHweb | 2003-2019