Blender Git Commits

Blender Git "compositor-2016" branch commits.

Page: 6 / 19

June 8, 2016, 19:45 (GMT)
Cleanup: Shorten texture variables, tex and image was kinda redundant.

Also make prefix consistent, so it starts with either TEX_NUM or TEX_START, followed by texture type and architecture.
June 8, 2016, 19:45 (GMT)
Added P key toggle to allow mouse movement to control bevel profile (modal).

The Shift key can be held while adjusting profile to make finer changes
to the profile (just as it already does when adjusting offset).
June 8, 2016, 19:45 (GMT)
Depsgraph: Small optimization to update flushing

Gives about 5% speedup in scene with lots of nodes (army_of_clones.blend)
June 8, 2016, 19:45 (GMT)
Cycles: Explicitly mark arguments as unused
June 8, 2016, 19:45 (GMT)
Cycles: Fix regression introduced in c96a4c8

A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.
June 8, 2016, 19:45 (GMT)
GPU: fix texface image w/ basic-shader
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)
Cycles: Use faster ray-quad-intersection test

The original quad intersection test works by just testing against the two triangles that define the quad.
However, in this case it's actually faster to use the same test that's also used for portals: Determining
the distance to the plane in which the quad lies, calculating the hitpoint and checking whether it's in the
quad by projecting onto the sides.

Reviewers: brecht, sergey, dingto

Reviewed By: dingto

Differential Revision: https://developer.blender.org/D2045
June 8, 2016, 19:45 (GMT)
BKE Mesh mapping: add 'vert to looptri' mapping generator.
June 8, 2016, 19:45 (GMT)
Buildbot: Use proper list management function

Spotted by Campbell, thanks!
June 8, 2016, 19:45 (GMT)
install_deps: Avoid conflicts on Arch-based systems when gcc-multilib is installed

install_deps can fail due to conflict between gcc (referenced by base-devel) and
gcc-multilib if the latter is installed. This avoids the conflict by filtering
the contents of base-devel when needed.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D1944
June 8, 2016, 19:45 (GMT)
BLI_task: add support for listbase parallelized for loops.

Code by @sergey, with small edits and doc by @mont29.
June 8, 2016, 19:45 (GMT)
Fix T48533: camera node view vector wrong for Cycles GLSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2033
June 8, 2016, 19:45 (GMT)
Cycles: Fix missing feature reported by the Volume node
June 8, 2016, 19:45 (GMT)
Depsgraph: Cleanup and code simplification

This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:

- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where

So in this commit the following changes are done:

- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.

There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.

- Simplify foreach loops, avoid using const_iterator all over the place.

- New directory layout, which is hopefully easier to follow.

- Some files were split, some of them will be split soon.

The idea of this is to split huge functions into own files with
good documentation and everything.

- Removed stuff which was planned for use in the future but was never
finished, tested or anything.

Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.

- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.

Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.

While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).

Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
June 8, 2016, 19:45 (GMT)
Fix missing modifiers for mesh objects

All modifiers for all non-lattice objects were disabled after recent commit.
June 8, 2016, 19:45 (GMT)
Armature meshdeform evaluation: parallelize computation of bbones deform matrices.

On big and complex rigs like blendrig or koro, it can give up to ~10% more FPS in best cases.
Hard to tackle all cases in tests though, so please report any unexpected slowdown
in armature animation playback!
June 8, 2016, 19:45 (GMT)
Dynapaint: parallelize drip effect.

Was not so far, because this effect is not modifying its 'own' PaintPoint, which means
it's not threadsafe. Since a global lock (mutex or spinlock) would not be much efficient
(we need to lock a given point pretty much all the computaion cycle), and since locking
a same PaintPOint from different threads at the same time is *very* unlikely,
solution here is to use an 'array of locks', one for each PaintPoint (same thing as BLI_bitmap,
using atomic ops to set/clear bits).

Here in own test (complex dynapaint over a huge sphere combining all dynapaint types), it gives
20% speedup of the whole dynapaint simulation!

Note: maybe we'd want to move that kind of bitlock into BLI lib some day - not totally sure how,
so let's keep it local for now...
June 8, 2016, 19:45 (GMT)
Properly handle vertex color color space for Cycles GLSL

A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.

BI path stays unchanged, just to make things simplier for now.

Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
June 8, 2016, 19:45 (GMT)
Fix T48566: Render-border minor offset issue
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021