June 8, 2016, 19:45 (GMT) |
Cleanup: glsl indentation, line length |
June 8, 2016, 19:45 (GMT) |
Cleanup: typo |
June 8, 2016, 19:45 (GMT) |
Cycles: Pole merging for spherical stereo The idea of pole merge is to fade interocular distance after a certain altitude to zero when altitude goes closer to a pole. This should prevent annoyances looking up in the sky or down to the bottom. Works for both panorama and perspective cameras when Spherical Stereo is enabled. Reviewers: dfelinto, brecht Reviewed By: brecht Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1998 |
June 8, 2016, 19:45 (GMT) |
Use previous shading mode for border render in viewport This way we can have border rendered part in the viewport and have everything else material/texture shaded. |
June 8, 2016, 19:45 (GMT) |
Enable correct GLSL output for cycles normalmap node See T48453 for details and test scenes Reviewers: a.romanov, sergey Reviewed By: a.romanov, sergey Projects: #opengl_gfx, #nodes Differential Revision: https://developer.blender.org/D2011 |
June 8, 2016, 19:45 (GMT) |
readfile: optimization for undo Was using O(n^2) lookup on ID's with undo. This caused undo to hang with 1000's of data-blocks (especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down). Internally this uses a ghash per id-type, which is lazy-initialized. Each key uses the name and library since there may be name collisions between libraries. Developer Notes: - Adds small `BKE_main_idmap_*` API. - Needed to change linking order for this to build. |
June 8, 2016, 19:45 (GMT) |
Fix T48587, constant fold should only be done for Mix Type. |
June 8, 2016, 19:45 (GMT) |
Code refactor: centralize OSL node creation in shader manager. |
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) |
Cleanup: misleading indentation |
June 8, 2016, 19:45 (GMT) |
CMake, minor changes to make Visual studio 2015 use a compatible numpy and the standard cmake CUDA/NVCC arguments flag allowing 2015 build to use msvc 2013 for cuda |
June 8, 2016, 19:45 (GMT) |
moved is_leaf_bone() to collada utils for reuse in exporter and importer |
June 8, 2016, 19:45 (GMT) |
Cycles: Ignore zero size instances in BVH In certain types of animation it's possible to have some objects scaling to zero. In this case we can save render times by avoid traversing such instances. Better to do ti ahead of a time, so traversal stays simple. Reviewers: lukasstockner97, dingto, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D2048 |
June 8, 2016, 19:45 (GMT) |
Theme: 2.4x, correct graph region color |
June 8, 2016, 19:45 (GMT) |
Change the hash-table to be 3x total items to hash |
June 8, 2016, 19:45 (GMT) |
Bendy Bones: Small ui tweak Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y. |
June 8, 2016, 19:45 (GMT) |
GPU: Fix for glDrawPixels drawing w/ glsl shader The basic shader needs to be temporarily disabled in this case. Add macros for temp store/restoring the state. |
June 8, 2016, 19:45 (GMT) |
Code cleanup, stick closer to a blender code style in GLSL shader |
June 8, 2016, 19:45 (GMT) |
Fix T48487: Physics cache names allow (back)slashes, which breaks its handling. For now, just validate new pointcache names as if they were filnames. Ideal solution would be rather to validate names in `ptcache_filename()`, but it would likely break some existing caches - and we'd also have to ensure we still have uniqueness of name after it has been cleaned up, wich would not be trivial at this stage. So let's go for simple solution for now, especially since this part of code is to be fully rewritten in 2.8... |
June 8, 2016, 19:45 (GMT) |
Fix T48470: Bendy Bones: Custom Handle References not being cleared when bone deleted In addition to the original bug report, I've gone through cleaning up a range of related bugs which only became clear when hunting around the code... * Custom Handle References weren't getting cleared when the bones they used got deleted. But, neither was the custom bone shape location/transform reference. * Various places where posebone settings are copied around were also missing code to handle the new Bendy Bone properties. (WHY DO WE HAVE SO MANY VARIATIONS OF COPYING POSE DATA!?!?) * If duplicating a Bendy Bone with custom references, and the custom references are also selected/duplicated, the new Bendy Bones will use the corresponding duplicated bones |
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