June 11, 2016, 12:46 (GMT) |
Determine programatically whether or not an imported alembic archive is part of sequence of files. This removes the checkbox in the importer's UI, and also allows to set the scene start and end frames based on the sequence length if desired. |
June 11, 2016, 11:25 (GMT) |
Cleanup: move some utility methods out of the AbcExporter class. |
June 11, 2016, 11:14 (GMT) |
Fix for objects not being written when exporting a flattened hierarchy. |
June 11, 2016, 10:42 (GMT) |
Merge branch 'master' into soc-2016-pbvh-painting |
June 11, 2016, 10:41 (GMT) |
Avoid tryijng to open files that do not exist. |
June 11, 2016, 10:41 (GMT) |
Preliminary PBVH painting on vertex paint. Should have weight painting at a similar stage relatively soon. Still need to select all leaves within brush region. |
June 11, 2016, 10:33 (GMT) |
Fix crash dereferncing null pointer. Not sure this is the right fix, jugding from the area of code, either it is wrong fix or the bug was never triggered. |
June 11, 2016, 10:01 (GMT) |
Fix for accumulated camera specific transformations in a camera hierarchy. Only apply the transform to the root camera. |
June 10, 2016, 22:53 (GMT) |
trying out new liquid inflow values |
June 10, 2016, 22:30 (GMT) |
Clean-Up commit * Remove debug prints * Remove Warnings * Correct code style (whitespace, formating, line length, etc.) according to check_style_c.py |
June 10, 2016, 16:42 (GMT) |
Enable continuous grab for widget tweaking |
June 10, 2016, 14:13 (GMT) |
Cycles: Reduce memory usage by de-duplicating triangle storage There are several internal changes for this: First idea is to make __tri_verts to behave similar to __tri_storage, meaning, __tri_verts array now contains all vertices of all triangles instead of just mesh vertices. This saves some lookup when reading triangle coordinates in functions like triangle_smooth_normal(). In order to make it efficient needed to store global triangle offset somewhere. So no __tri_vindex.w contains a global triangle index which can be used to read triangle vertices. Next idea was to use this __tri_verts instead of __tri_storage in intersection code. Unfortunately, this is quite tricky to do without noticeable speed loss. Current formulation of indices required doing two level lookup, which destroys cache and leads to poor performance, causing up to 8% slowdown here. In order to solve this couple of things were made. Firstly, added an array to look up global triangle offset directly from primitive index. This doesn't affect on overall number of textures because we're getting rid of _-tri_storage anyway. Secondly, did some types changes to avoid casts which are not really coming for free. After doing those tricks it seems slowdown is withing 2% here on my desktop, but today it behaves flackey and doesn't give totally consistent results, so need to doublecheck that). On a positive site we've achived: - Few percent of memory save with triangle-only scenes. Actual save in this case is close to size of all vertices. On a more fine-subdivided scenes this benefit might become more obvious. - Huge memory save of hairy scenes. For example, on koro.blend there is about 20% memory save. On bunny.blend it's hard to measure against current master because beefy machine is occupied atm, but let's put it this way: before this change i was unable to render full bunny on my machine (and it is on 12gig machine, but remember beefy machine was reporting 9 gig peak) and now the scene renders just fine and using 3.3gig. |
June 10, 2016, 14:00 (GMT) |
Fix for missing parameter |
June 10, 2016, 12:17 (GMT) |
custom file names for liquid cache now supported |
June 10, 2016, 12:12 (GMT) |
Made incremental snapping intervalls smaller for UV editor Before the intervall was set to 0.125 which effectively resulted in 8 positions across the UV space (per axis). I halved that value, holding shift enables an even finer movement. |
June 10, 2016, 11:44 (GMT) |
Decklink: remove old versions headers |
June 10, 2016, 11:31 (GMT) |
VideoTexture: remove C++11 warning Throwing in a destructor in c++11 would cause immediate crash of blender. Replaced the throw with a message on the console. |
June 10, 2016, 10:25 (GMT) |
Cleanup: strip ws |
June 10, 2016, 10:07 (GMT) |
CMake: rename WITH_DECKLINK -> WITH_GAMEENGINE_DECKLINK |
June 10, 2016, 10:02 (GMT) |
Merge branch 'master' into alembic_basic_io |
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