Blender Git Commits

Blender Git "master" branch commits.

Page: 2348 / 5574

June 4, 2016, 15:41 (GMT)
buildbot work around cuda / msvc compatibility issues attempt 2/ passing a string from python to cmake to nvcc is harder then it looks
June 4, 2016, 10:37 (GMT)
buildbot work around cuda / msvc compatibility issues
June 4, 2016, 09:42 (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 4, 2016, 00:55 (GMT)
Cleanup: avoid temp string edit
Revision 38410e6 by Gaia Clary
June 3, 2016, 16:31 (GMT)
changed use_connect from bool to a 3 state value (-1,0,1)
Revision b000a01 by Gaia Clary
June 3, 2016, 16:31 (GMT)
fix T48389 (wip) added warning for loops that define holes (polygons with holes not supported)
June 3, 2016, 15:00 (GMT)
Workaround MSVC error
June 3, 2016, 14:57 (GMT)
Fix T48234: Glitch w/ action constraints sharing an action

FCurve evaluation depended on FCurve.curval, which isn't threadsafe.
Now only use this value for debug display,
and pass the value instead of storing in the FCurve for all but debug-display.
June 3, 2016, 10:05 (GMT)
Fix Playercompile
June 3, 2016, 09:52 (GMT)
Cycles: Mark which CUDA device is used for display

It is really handy to know which one is display when having two cards of
same type in the machine.
June 3, 2016, 09:46 (GMT)
Make playback invoked form animation editors more usable

This covers the following workflow. Animator will disable Update All 3D views
in order to get quick playback in a particular 3D editor. However, it also
handy to see playback in all editors and image editors to see comparison of
animation and reference footage.

So the idea here is to refresh reasonable editors when playback is invoked
from animation editors.

Commit to make Hjalti happy.
June 3, 2016, 08:36 (GMT)
Cycles: Simplify check for degenerated faces on GPU

Still not sure how to properly solve the issue, needs some trickery to get
actual optimized values from intersection function (using printf() avoids
some optimization and makes stuff render correct).

For the time being let's just simplify check.
June 3, 2016, 06:56 (GMT)
Cleanup & simplify snapping functions

- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
June 3, 2016, 06:26 (GMT)
Fix possible uninitialized variable in snapping

Introduced in 0b5a0d84, thanks to Brecht for spotting.
June 3, 2016, 05:28 (GMT)
Fix T48111: Auto-run fails w/ empty paths

Enabling auto-run, then excluding a path but leaving it set to a blank value would ignore all paths.
June 3, 2016, 05:13 (GMT)
Fix T48575: Particle crash using 'Parting' setting
June 2, 2016, 16:43 (GMT)
Add upstream information to wcwidth library
June 2, 2016, 15:59 (GMT)
Theme: 2.4x, correct graph region color
June 2, 2016, 15:11 (GMT)
Fix T48456: 2x pixel size clamps min brush size

Using double pixel size prevented 1px brushes

D2044 by @jeske
June 2, 2016, 14:14 (GMT)
Fix T47637: Multiple multires objects in Sculpt mode make blender crash.

That was a nice and funny hunt, albeit rather time consumming!

To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).

There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.

2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.

Told ya baby, globals are *PURE EVIL*!
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021