Lukas Tönne LukasTonne
Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-11 11:44:44 +02:00
3091a2d6c0 Fix memory leaks due to not all pointers being moved along with the world.
Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-11 10:55:52 +02:00
6a943684df Triangle mesh data needs to be persistent in the shape data.
Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-11 10:32:17 +02:00
c01f4b9dd8 Safeguards when assigning non-moveable collision shapes.
Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-11 10:17:26 +02:00
db91635333 Fix construction of triangle mesh shapes.
52ede7afb9 Match type enum with actually implemented shape types.
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Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-11 09:37:16 +02:00
568ce91571 Merge branch 'main' into geometry-nodes-rb-component
80faafb0ac Merge branch 'blender-v4.2-release'
38df2148f5 Docs: Update rna manual references
4b054fea1a Merge branch 'blender-v4.2-release'
714d5515a3 Unbreak extensions test
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Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-11 00:52:00 +02:00
503980a7ae Attempt at fixing triangle mesh shapes.
Lukas Tönne pushed to geometry-nodes-rb-component at LukasTonne/blender 2024-06-10 23:34:24 +02:00
abc21d516e Added automatic calculation of local inertia when input is zero.
Lukas Tönne closed issue blender/blender#69188 2024-06-10 17:56:01 +02:00
Crash while using several rigid bodies and some force fields.
Lukas Tönne commented on issue blender/blender#69188 2024-06-10 17:55:57 +02:00
Crash while using several rigid bodies and some force fields.

This appears to be caused by some rather violent acceleration of the bodies. You can see before it crashes that the parts keep spinning faster and faster, and the crash is the point where the…

Lukas Tönne reopened issue blender/blender#69000 2024-06-10 17:37:03 +02:00
Hair: changing children related settings not updating in particle editmode
Lukas Tönne closed issue blender/blender#69000 2024-06-10 17:36:22 +02:00
Hair: changing children related settings not updating in particle editmode
Lukas Tönne commented on issue blender/blender#69000 2024-06-10 17:36:17 +02:00
Hair: changing children related settings not updating in particle editmode

Will close this as a known issue, since particle systems are not actively maintained at this point.

Lukas Tönne closed issue blender/blender#65095 2024-06-10 17:14:15 +02:00
Hiding a nested collection doesn't immediately update its parent instances in the scene
Lukas Tönne commented on issue blender/blender#65095 2024-06-10 17:14:10 +02:00
Hiding a nested collection doesn't immediately update its parent instances in the scene

It looks like this is now working, will close.

Lukas Tönne commented on issue blender/blender#64877 2024-06-10 16:57:06 +02:00
Adding and Removing RigidBodyWorld is broken

This is somewhat "working as expected" (heavy quotation marks):

  • Removing the Rigid Body World will also remove the rigid body settings from all objects in the group. I guess this was added for…
Lukas Tönne closed issue blender/blender#64462 2024-06-10 16:11:48 +02:00
Keyed Particle Duration Crash
Lukas Tönne commented on issue blender/blender#64462 2024-06-10 16:10:33 +02:00
Keyed Particle Duration Crash

I can't repro this issue in recent builds (4.3). All i get is an occasional assert due to unnormalized quaternions, but that seems rather unrelated.

Lukas Tönne reopened issue blender/blender#63028 2024-06-10 15:01:54 +02:00
Transform constraints not working with rigid body simulation
Lukas Tönne commented on issue blender/blender#63028 2024-06-10 15:01:50 +02:00
Transform constraints not working with rigid body simulation

Reopened since it's a known issue.

Lukas Tönne commented on issue blender/blender#63596 2024-06-10 14:59:27 +02:00
Keyframed group inputs bound to index not property

This is a known limitation of the node animation system: Socket animation paths use the index rather than the stable socket identifier. It's not trivial to change though and likely to break lots…