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June 8, 2016, 19:45 (GMT)
Fix: Add a hard upper limit for fontsize of Text Strip's text

Although there is a "UI limit", it's necessary to have the hard limit on the
property too. I noticed this bug first hand just now, when, after accidentally
setting the size to 8188 (due to a combination of typos and sluggish UI refresh)
my machine locked up completely when trying to jump to that frame. It got so bad
that I had to do a hard reset to fix it - so, it's possible that even 1000 or 2000
as used now are actually way too large still.
June 8, 2016, 19:45 (GMT)
GLSL: Fix voronoi texture giving different results form rendered
June 8, 2016, 19:45 (GMT)
Depsgraph: Fix wrong layers flush form children to parent

It was possible to have issues in cases when several child dependencies
goes to IDs with different layers. In this case order of flushing was not
really well defined, which could lead to cases when indirect dependency
via invisible object wouldn't work.

Need some sort of barrier to prevent scheduling of parent nodes for until
all children are done, but that's becoming quite nasty thing to implement.

Added a temp field to component for now. maybe it's not so crazy actually
and we might use it for evaluation as well, so we wouldn't flush updates
to components which does not affect visible stuff.
June 8, 2016, 19:45 (GMT)
Support all Cycles image texture projections in the GLSL viewport

This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.

Reviewers: sergey

Projects: #nodes, #opengl_gfx

Differential Revision: https://developer.blender.org/D2036
June 8, 2016, 19:45 (GMT)
GLSL: Fix magic colors being off
June 8, 2016, 19:45 (GMT)
GLSL: Brick texture uses bit operations, which seems to be a failure on some Intel cards
June 8, 2016, 19:45 (GMT)
Change the hash-table to be 3x total items to hash
June 8, 2016, 19:45 (GMT)
Remove accidental static var
June 8, 2016, 19:45 (GMT)
Editmesh undo memory optimization

Previously a whole mesh was stored between undo steps,
This commit uses BLI_array_store to de-duplicate memory use between undo steps.

Memory saving depends entirely on kinds of edits performed,
in own tests 5x-15x less memory use is common.

Compacting the memory does give some overhead however its done in a background thread
so its not blocking in most cases.

New behavior and threading can be ifdef'd out to check for regressions.

See D2026 for details.
June 8, 2016, 19:45 (GMT)
BLI_array_store tests

Ensure the data is valid once expanded,
and that de-duplication is working as expected.
June 8, 2016, 19:45 (GMT)
Add BLI_array_store copy-on-write API

This supported in-memory de-duplication,
useful to avoid in-efficient memory use when storing multiple, similar arrays.
June 8, 2016, 19:45 (GMT)
Code refactor: store ShaderNode enums as enum rather than ustring.
June 8, 2016, 19:45 (GMT)
Code refactor: centralize OSL node creation in shader manager.
June 8, 2016, 19:45 (GMT)
Code refactor: pass ShaderInput to constant_fold, so it supports arbitrary types.
June 8, 2016, 19:45 (GMT)
Code refactor: add separate RGB to BW node and rename some sockets.
June 8, 2016, 19:45 (GMT)
Code refactor: minor node and node type utility functions and changes.
June 8, 2016, 19:45 (GMT)
Fix debug mode assert in subd code after recent refactoring.
June 8, 2016, 19:45 (GMT)
BKE's DerivedMesh: get rid of last OMP usage.

Not replacing with some BLI_task_stuff here, tests show this is pointless
(in absolute best case - i.e. single huge mesh in scene - parallelizing here switches
from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).
June 8, 2016, 19:45 (GMT)
Fix T48507: Symmetrize doesn't work properly on Bendy Bones
June 8, 2016, 19:45 (GMT)
Fix: Flip logic order for autokeying checking to cope with files where the flags have been set incorrectly

Sometimes the autokeying flags don't get set correctly (i.e. the "mode" flags
used for 'Add + Replace' vs 'Replace Only' aren't set), meaning that the old logic
would always fall through to the "replace only" case. When this happens, the resulting
behaviour can be quite strange and hard to debug. This fix prevents problems like
this from continuing to be an issue...
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021