Revision da62507 by Campbell Barton March 12, 2018, 05:34 (GMT) |
Cleanup: remove misleading array size |
Revision 8f4579a by Campbell Barton March 12, 2018, 05:34 (GMT) |
Merge branch 'master' into 28 |
Revision ba01cdc by Campbell Barton March 12, 2018, 03:56 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 25502a9 by Campbell Barton March 12, 2018, 03:49 (GMT) |
Cleanup: sync EDBM_uv_* functions w/ 2.8 They're nearly the same, so keep names matching to avoid conflicts. |
Revision 1d00776 by Campbell Barton March 12, 2018, 03:21 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 1966924 by Campbell Barton March 12, 2018, 02:54 (GMT) |
UV: internal changes to picking Nothing user visible, only things needed for multi-object support, making picking functions more flexible too. - Support passing in an initialized hit-struct, so it's possible to do multiple nearest calls on the same hit data. - Replace manhattan distance w/ squared distance so they can be compared. - Return success to detect changes to a hit-data which might already be initialized (also more readable). |
Revision 3a6f26c by Gaia Clary March 11, 2018, 22:47 (GMT) |
Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 |
Revision ddae05c by Gaia Clary March 11, 2018, 22:45 (GMT) |
Merge remote-tracking branch 'origin' into blender2.8 |
Revision 7fed3ad by Clément Foucault March 11, 2018, 22:44 (GMT) |
GPUImage: Add back garbage collection for the new viewport pipeline. |
Revision 765d724 by Clément Foucault March 11, 2018, 22:44 (GMT) |
GPUMaterial: Add Material shader cache. This is mostly to avoid re-compilation when using undo/redo operators. This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration. The cache stores GPUPasses that already contains the shader code and a hash to test for matches. We use refcounts to know when a GPUPass is not used anymore. I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused. A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass. |
Revision 7194259 by Clément Foucault March 11, 2018, 22:44 (GMT) |
Eevee: SSS: Fix compilation error. |
Revision 2c9c22d by Gaia Clary March 11, 2018, 19:59 (GMT) |
fix Collada: wrong usage of pointer and hidden redeclaration * Suspicious usage of pointer: short *type = 0; // this creates a null pointer When this is later used for anything then blender would crash. After following the code and check what happens i strongly believe the author wanted to use a short and not a pointer to a short here. * local variable where reused later in same function While this did no harm, i still felt it was better to use a different name here to make things more separated: - moved variable declaraiotns into loop (for int a=0; ...) - renamed uv_images to uv_image_set - renamed index variable from i to j in inner loop that reused same index name from outer loop |
Revision 49a7cd1 by Gaia Clary March 11, 2018, 19:59 (GMT) |
Cleanup Collada: Removed duplicate variable setting |
Revision 7952ece by Gaia Clary March 11, 2018, 19:59 (GMT) |
Cleanup: avoid redeclaration of iterator in same function The iterator was redeclared 3 times. I fixed this to avoid future issues. I commit separately because so the changes are less cluttered all over the place. |
Revision a2cc85b by Gaia Clary March 11, 2018, 19:59 (GMT) |
Cleanup Collada: Avoid unintentional reuse of previous defined variable The variable child was redeclared multiple times in the same function. While this has not created any issues i still changed this to avoid confusion and keep the usage of the variables more local. |
Revision ca11ef7 by Gaia Clary March 11, 2018, 19:59 (GMT) |
Fix Collada: Avoid unnecessary and even wrong check on unavailable data The function validateConstraints() potentially causes a null pointer exception. I changed this so that the function returns a failure as soon as the validation fails. This avoids falling into the null pointer trap. |
Revision 2de0daa by Gaia Clary March 11, 2018, 19:59 (GMT) |
Cleanup Collada: Make sure index variables are not reused The variables i and j have been declared before in the same function. I changed the names to mi and mj to keep things clear. |
Revision 86b1887 by Gaia Clary March 11, 2018, 19:59 (GMT) |
Cleanup Collada: make sure float array is initialised This is just to silence a compiler warning and keeping the code clean. The actual code never uses uninitialised array elements. |
Revision 01c27fa by Gaia Clary March 11, 2018, 19:59 (GMT) |
Refactor Collada: combined 2 almost identical functions into one The 2 methods add_bezt() and create_bezt() do almost the same. I combined them both into add_bezt() and added the optional parameter eBezTriple_Interpolation ipo |
Revision 3eaa408 by Arto Kitula March 11, 2018, 10:26 (GMT) |
Fix T54274, and rename option --window-borderless to --window-fullscreen |
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