infact this is not really a bug, irrespective zero vertex group weights gave overlapping geometry which isn't useful, add an option to set the thickness factor for zero weighted verts.
a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!)
b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
It was lag of optimization logic, which always retuns object's derivedMesh
if one of of boolean operation's meshes has got no faces.
Actually, result depends on operation and which mesh has got no faces.
Added small utility function to handle this.
The main purpose for this is to allow rendering motion blurred blender fluids in external renderers (eg. http://vimeo.com/21870635 ).
Python code snippet for interpreting this data here: http://www.pasteall.org/21577 . Cleaned up some ugly hacks in this area too
* Also added read-only access to scene.subframe to RNA - setting current frame and subframe should still go via scene.frame_set()
simple modifier, almost like a hook, except it can deform with 2 object source -> target, has option to preserve rotation and use different falloff types.
- added notes to release todo's.
- renamed view3d view transform matching functions.
- added assert in edge split modifier to make a certain bug easier to spot.
- When strength is 0, there's no need to perform any of the
calculations at all
- When the vertexgroup weight for a vert is set to 0, skip evaluating
the modifier for that vertex as it should result in no-change to the
final result
* Explode modifier was flagged as "nonconstructive", so the "apply as shape" option was shown. And yes I know exploding things probably isn't usually considered as very constructive, but.. :P
was missing array cap ends, wave map object and shrinkwrap objects.
use modifiers_foreachIDLink() rather then having to list all modifiers ID's in this function.
also add foreachIDLink() for smoke domain.
This fixes a bug where a linked object has as a modifier using an indirectly linked object for the missing cases mentioned above.
* The old collisions code detected particle collisions by calculating the
collision times analytically from the collision mesh faces. This was
pretty accurate, but didn't support rotating/deforming faces at all, as
the equations for these quickly become quite nasty.
* The new code uses a simple "distance to plane/edge/vert" function and
iterates this with the Newton-Rhapson method to find the closest particle
distance during a simulation step.
* The advantage in this is that the collision object can now move, rotate,
scale or even deform freely and collisions are still detected reliably.
* For some extreme movements the calculation errors could stack up so much
that the detection fails, but this can be easily fixed by increasing the
particle size or simulation substeps.
* As a side note the algorithm doesn't really do point particles anymore,
but uses a very small radius as the particle size when "size deflect" isn't
selected.
* I've also updated the collision response code a bit, so now the particles
shouldn't leak even from tight corners.
All in all the collisions code is now much cleaner and more robust than before!