Revision 5eddc18 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Depsgraph: Cleanup, remove unused untested functions |
Revision 5727e87 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Depsgraph: Use dependency graph flush routines to update particle settings Previously tagging particle settings for update will iterate over all objects and all their particle system to see whether something needs an update or not. Now we put ParticleSettings as an ID to the dependency graph, so tagging it for update will nicely flush updates to all dependent particle systems. Current downside of this is that due to limitation of flush routines it will cause some extra particle system re-evaluation when it technically not needed, and what's more annoying currently it will discard point caches more often. However, this is a good and simple demonstration case to improve tagging/flushing system to accommodate for such cases (similar issues happens with CoW and shading components). So let's try to find some generic solution to the problem! |
Revision 2fe5cf4 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Depsgraph: Use explicit parameters eval operation code This replaces usage of generic PLACEHOLDEWR with string lookup with more explicit opcode. This should make it faster to build dependency graph by avoiding string comparisons when it's not needed. There should be no user measurable different. |
Revision 917bff4 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Depsgraph: Add generic parameters evaluation operation code Currently unused, but the idea is to use this code instead of placeholder operation code followed by string comparison. |
Revision 9356119 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Depsgraph: Use more explicit naming for operation codes This way it's better indication what group of operation codes things belongs to. |
Revision ec2bca2 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Despgraph: cleanup, make separation of opcodes strings more clear |
Revision 62de801 by Sergey Sharybin July 19, 2017, 13:20 (GMT) |
Depsgraph: Use more explicit name for particle system evaluation opcode |
Revision 73adf3e by Bastien Montagne July 19, 2017, 10:55 (GMT) |
Fix (unreported) seldom crash when using previews in filebrowser. Hopefully fix it actually, at least could not reproduce it anymore with that changen, but Was already quite hard to trigger before. We need a memory barrier at this allocation, otherwise it might happen after preview gets added to done queue, so preview could end up being freed twice, leading to crash. |
Revision abe0527 by Campbell Barton July 19, 2017, 10:12 (GMT) |
Manipulators: use nearest manipulator Add utility function to get the nearest hit |
Revision 5376b3e by Brecht Van Lommel July 19, 2017, 09:06 (GMT) |
Fix T52116: Blender internal BVH build crash in degenerate cases. |
Revision dd64ced by Campbell Barton July 19, 2017, 04:38 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 3daa641 by Campbell Barton July 19, 2017, 04:24 (GMT) |
Fix T52092: Crash un-grouping nodes |
Revision 231d688 by Dalai Felinto July 18, 2017, 15:14 (GMT) |
Outliner: Use scene_layer from context |
Revision 8b2785b by Brecht Van Lommel July 18, 2017, 14:11 (GMT) |
Fix T49498: continuous grab issues on macOS, particularly with gaming mouses. Change the implementation so it no longer takes over the mouse cursor motion from the OS, instead only move it when warping, similar to Windows and X11. Probably the reason it was not done this way originally is that you then get a 500ms delay after warping, but we can use a trick to avoid that and get much smoother mouse motion than before. |
Revision 3cfb248 by Bastien Montagne July 18, 2017, 14:01 (GMT) |
Fix T52109: Folder search won't work when selecting animation output folder. Text search would not run in case there was no 'type' enabled in filter buttons. Now instead consider that no types enabled == all types enabled. |
Revision c226488 by Dalai Felinto July 18, 2017, 09:16 (GMT) |
Layer cleanup: get rid of one of the placeholder functions |
Revision f3039c7 by Dalai Felinto July 18, 2017, 09:16 (GMT) |
Context/Workspace: Get scene layer from workspace |
Revision ecb5b55 by Bastien Montagne July 18, 2017, 08:41 (GMT) |
Fix bad loss of precision when manually editing values in numbuttons. While drawing nice 'rounded' values is OK also for 'low precision' editing like dragging and such, it's quite an issue when you type in a precise value, validate, edit again the value, and find a rounded version of it instead of what you typed in! So now, *only when entering textedit of num buttons*, we always get the highest reasonable precision for floats (and use exponential notation when values are too low or too high, to avoid tremendous amounts of zero's). |
Revision 3534c3e by Clément Foucault July 18, 2017, 08:05 (GMT) |
Eevee: Avoid crash when using dupli objects. This is waiting a for a better solution. |
Revision fe8fc79 by Clément Foucault July 18, 2017, 08:05 (GMT) |
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