Commit Graph

643 Commits

Author SHA1 Message Date
17a9b3e44c External cache
Particle point cache can now be loaded from external files.
- Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier.
- External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback.
- External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where:
	* "identifier" is a freely choseable name.
	* "frame" is the cached frame number.
		** Six digits padded with zeros!, for example "000024".
	* "index" can be used to tell caches with the same identifier apart.
		** Two digits starting from zero.
		** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1.
- Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members:
	* 3 floats: particle's location vector
	* 3 floats: particle's velocity vector (per second)
	* 4 floats: particle's rotation quaternion
	* 3 floats: particle's angular velocity vector (per second)
	* 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name)
- Cache files don't have to exist for each frame.
	* Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported).
- Cache file formats with extended (or reduced even) data members are in future plans for easier usage.
- Current code only does particles, don't yet know if it's applicable to cloth or sb.
- Known issue: endianness can't yet be handled in any way.

Other changes:

New hard limits for many particle parameters. Some examples:
- Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode.
	* Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system.
- Maximum amount of children: 100k children/particle (1T childparticles here we come :D)
- Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards)
- Path draw steps: 10 (power of 2 remember)
- Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
b4353a8443 Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
	* Closest collision object in negative z direction is considered as ground.
	* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
	* Many new rules and many still not implemented.
	* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
	* This is in addition to the boids own system of course.
	* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
	* This allows forcing boids somewhere.
	* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
	
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
	* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
	* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
6fb0181b50 Keyed physics refresh:
- Keyed targets in one list instead of "chaining", this opens up many more possibilities than before and is much less obscure.
- Better keyed timing possibilities (time & duration in frames).
- Looping over keyed targets list.

Other changes:
- New child setting "length" with threshold (great for guard & underfur with a single particle system)
- Modularization of path interpolation code.
- Cleared "animateable" flags from many particle settings that shouldn't be animateable.

Fixes:
- Keyed particles weren't copied properly (ancient bug).
- Hair rotations depended on global z-axis for root rotation so downward facing strands could flip rotation randomly. Now initial hair rotation is derived from face dependent hair matrix. (This caused for example ugly flipping of child strands on some cases).
- Children from faces weren't calculated straight after activating them.
- Multiple disk cache fixes:
	* Disk cache didn't work correctly with frame steps.
	* Conversion from memory cache to disk cache didn't work with cloth.
	* Disk cache crashed on some frames trying to close an already closed cache file.
	* Trails didn't work with disk cached particles.
- Child rough effects were effected by emitter object loc/rot making them next to useless with animation, why didn't anybody tell me this!!
- Lots of random code cleanup.
2009-07-12 23:38:47 +00:00
5e659c0b08 2.5
Monthly cleaning round to make it compile warning free.
Mostly it was const stuff (strings, Context), but also
a couple useful fixes, like wrong use of temp pointers.

Only Mathutils callback struct I left alone... design issue.
2009-07-09 15:40:04 +00:00
66918b3add A bunch of fun stuff now possible because of new pointcache code:
* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
	- New option to set path start & end times + random variation to length.
	- Much more flexible (and calculated better) than previous options.
	- This works with parents, children, hair & normal particles unlike old length option.
	- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
	- Draws user controllable number of particle instances along particles path backwards from current position.
	- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
	- "path"-option works better and has controllable (max)position along path (with random variation possible).
	- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
	- "axis" option to make rotation handling better (still not perfect, but will have to do for now).

Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
2009-07-04 03:50:12 +00:00
912c2f440b Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
	- exact (not marked)
	- outdated (simulation is not done completely with current settings)
	- non-exact (frames were skipped during simulation)

* The parameter "cache step" effects the number of frames between saved cache frames.
	- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
	- Speeds up the "quick caching" very much.
	- Frames between cached frames are interpolated from the cached frames.
	- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.

* The caching can work in normal or "quick" mode:
	[Normal cache]
	- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
	- Becomes non-exact: After larger than 1 frame steps.
	- Becomes outdated: After any change effecting the simulation other than frame steps.
	- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.

	[Quick cache]
	- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
	- Becomes non-exact: Always from frame 1 (unless cache step = 1).
	- Becomes outdated: Never.
	- Pros/cons: Not very accurate, but super fast!
	- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.

* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
	- step forwards (to unknown) -> simulate from last exact frame, store result
	- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame

* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
	- Baking does the same, but runs the simulation all the way to the end of simulation.
	- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
	
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".

* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
e7d02e5679 2.5: warning fixes
Mostly harmless ones, except for one about "gzopen64" being
undeclared. This needs some defines in BLI_storage.h to be set
before <unistd.h> is included. Might fix a crash in compressed
file reading, though I'm not sure since it's hard to repeat
the crash consistently.
2009-06-22 18:19:18 +00:00
6b15024f4a Pointcache refresh part 1:
* Particles support larger than 1 frame changes, bigger frame changes can result in inaccurate results, but it's super fast and you get a nice feeling of how the particles behave!
* "Cache to current frame" button calculates the exact result of particles at current frame.
* Current state of cache can be protected by making it a bake.
* Cache is now in memory by default, disk cache is an option.
* Only "viewport %" number of particles are calculated and cached in viewport, baking and rendering calculate all particles.
* Info on cached frames and memory usage given in ui.
* Support for exact "autocaching" of changes and large frame changes(disabled for now until exact place in event system is decided)
* "Continue physics" is probably deprecated after this and should be removed once sb & cloth use the new cache code.

Todo:
* Make softbody & cloth use the new cache things.

Other changes:
* Some cleanup of particle buttons.
2009-06-21 10:16:52 +00:00
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
b8d0f62fd2 Fix for bug #18924: OpenGL performance issue with particle modifiers,
actually two modifier datamask optimizations that were never done.

* Don't use modifier data mask for disabled modifiers.
* Check if UV data is needed for particle system instead of always
  requesting it.
2009-06-15 11:48:42 +00:00
eed13b43b1 merged from trunk 20741:20848
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-13 11:09:13 +00:00
9a54ca9af7 Fix for bug #18710: a crash with hair emitted from vertices. 2009-06-09 18:50:02 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
880c43ad5a First new particle code:
-Many things not yet working properly :)
-Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome.
-Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types.
-Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more.
-Boid physics buttons are still missing as I'm currently redoing the whole boids code.
-Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
2009-06-05 23:59:33 +00:00
0aeaf08242 Ugh, yet another try to fix [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render.
Hopefully it's now fixed for good.
2009-05-11 19:19:36 +00:00
57beadf406 Second fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render 2009-05-07 22:31:19 +00:00
25b415f310 Fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render 2009-05-06 08:33:40 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
c1cf50be79 Mesh effector surface option:
- Most mesh particle effectors can now have their effection point taken per particle as the nearest point on the mesh surface.
- This is activated with the "surface" button in the effector field panel.
- Activating the option adds a "surface" entry to the modifier stack where the state of the mesh is read from.

For an example of usage see http://www.youtube.com/watch?v=3XkO1EAmJks.
2009-04-10 19:40:21 +00:00
30ce01f23f Fix for: [#18354] Controlling with a texture the particles DENSITY parameter doesn't work.
If the density texture was taken into account with hair parent particles there were cases when there weren't any parents left to interpolate children from. Now a density texture is only taken into account for hair child particles.
2009-04-06 19:32:23 +00:00
58b1e04fe0 Fix for: [#18371] VParent breaks fur effects.
-Virtual parents were not randomly selected due to optimization in child particle distribution code.
-Wave-kink had a wrong matrix multiplication.
-Amount of virtual parents wasn't scaled properly to the amount of children rendered.
-Calculating virtual parents is now thread safe.
2009-04-06 00:10:52 +00:00
d84dc44835 Fix for [#18017] reactor particles affected by a curve guide emit at a wrong position. 2009-04-04 12:48:40 +00:00
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
e42070d20f - made epydoc generator write a list of words used in descriptions
- fix spelling mistakes in rna docs (and some comments)
2009-03-28 11:44:07 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
9ac7c8e91a 2.5: Particle edit mode more functional now. Transform, brush
editing, paint cursor, radial control, mouse/border/circle/lasso
select, mirroring, bad level calls fixed, etc.
2009-02-25 19:29:58 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
0ac35ca7c1 2.5
- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
  so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
  and lattice

(another commit following)
2009-01-24 13:45:24 +00:00
f705bdaa89 2.5
Cleanup warnings from Joshua's commit (mostly unused variables,
but also used functions that were not prototyped).

Two bugfixes; passing on &ob->adt instead of ob->adt

But; the DNA system is now messed up, with two structs using
the same ID (nAction and bAction), that goes horrible wrong!
2009-01-17 14:56:12 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
1beef956ca 2.5
Instead of many commits, here 1!

- Constraint edit code back
- Removed XXX stubs for constraints
  (make parent follow path works)
- Removed XXX stubs for armature
  (make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
  in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
  (It needed to check for editmode)
2009-01-10 19:34:23 +00:00
637ffd1dfb 2.5
More globals discovered; lattice deform stored static
deform array and a matrix. Tsk!
2009-01-07 16:05:55 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
a6721c60d9 2.5
From the anti-globalization department: 
G.obedit terminated!

Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
2009-01-02 19:10:35 +00:00
42def9a351 2.5
Cleanup

- for portablity we can keep the old ugly defines for retrieving
  active object, cfra and so on. But, they will use 'scene' not
  G.scene.
- fixed code that uses those defines.
- some unused variables/functions removed
2008-12-22 09:43:29 +00:00
882d85a968 Patch from Banlu Kemiyatorn
replace VecMulf(var,-1) with new VecNegf(var) function.
2008-12-16 12:32:10 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
bfe2759ceb Bugfix #17767
NULL check missing in particle bvhtree testing.
2008-10-08 16:29:09 +00:00
1695b07bac Fix for [#17758] Particle Caching Problem
-A line initializing particles from pre-cache days was still in place causing the wrong behavior.
2008-10-05 09:44:46 +00:00
8c4744c4d6 Fix for bug #17302: subsurf + particle size vertex groups did not
work correct, also refactored some code here to make it more clear.
2008-09-30 06:12:47 +00:00
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
d1ce4fbaff A previous commit by me (16701) broke keyed- and none-physics particles or at least made them do funny things. 2008-09-28 19:53:37 +00:00
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +00:00
9a7c53782b Fix for [#17677] Blender Crash when Baking Boids
- A check for getting the "better" dm was missing from the boids code. I plan on converting the boids code into using the collision modifier one of these days but hopefully this quick fix will do for now.
2008-09-25 18:31:01 +00:00
47032c251d - Particle-particle effectors we're quite unstable and not accurate at all. Now this should be fixed (especially with other integrators than euler) as the needed inter-frame effector particle positions are interpolated properly from the current and previous positions (previously only the most recent position was used).
- In practice this removes the dependency of particle simulations from the update order of objects and different particle systems inside objects.
- As a nice side effect out of this we also get fully correct birth positions for "near reactor particles" (previously for example smoke trail reactor particles were not born smoothly along the target particles path).
2008-09-23 12:53:00 +00:00
518b8fe018 svn merge -r 16593:16648 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-21 13:03:39 +00:00
a283e7e4af A typo in my fix for bug #11740 caused problems with at least grid distributed particles. 2008-09-18 17:42:17 +00:00
f7113fd267 Reactor particles were born with incorrect timing. Some changes made could effect normal particles too, but after many tests I didn't notice any adverse effects. Be sure to poke me hard if there are some though :) 2008-09-18 17:19:40 +00:00
fc312fae98 svn merge -r 16454:16593 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-18 14:59:44 +00:00
beb7738a29 Hopefully fixes crash in particle system with effector enabled 2008-09-18 01:55:43 +00:00