Blender Git Commits

Blender Git "master" branch commits.

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May 20, 2016, 16:05 (GMT)
Support voronoi texture in GLSL shading

It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.

It's still better than fully white texture for the previews anyway.

At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
May 20, 2016, 14:58 (GMT)
Support Cycles magic texture in GLSL viewport
May 20, 2016, 14:50 (GMT)
Cycles: Fix long compile time with MSVC.

Compile time per kernel increased alot after recent image commits, re-shuffle some code to fix this.

Patch by "LazyDodo".

Differential Revision: https://developer.blender.org/D2012
May 20, 2016, 14:39 (GMT)
Support gradient Cycles texture in GLSL viewport
May 20, 2016, 14:13 (GMT)
Support Cycles brick texture in GLSL viewport
May 20, 2016, 13:18 (GMT)
Support Cycles's checker texture in GLSL shading
May 20, 2016, 08:58 (GMT)
Fix T48472: issue in array refactor, causing performance regression in BVH build.
Revision 6e416b6 by Joshua Leung
May 20, 2016, 07:09 (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
May 19, 2016, 20:57 (GMT)
Add Peak Memory as render stamp option

This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer.

Requested by @nutel.

Reviewers: campbellbarton

Subscribers: campbellbarton, nutel

Differential Revision: https://developer.blender.org/D1989
May 19, 2016, 19:28 (GMT)
Cycles: Add XML parsing of MappingNodes to Cycles Standalone

Reviewers: dingto, sergey

Differential Revision: https://developer.blender.org/D2009
May 19, 2016, 19:09 (GMT)
Cleanup: warnings
May 19, 2016, 18:30 (GMT)
Fix T48204: Generic Tablet on Linux - Erratic strokes with pressure sensitivity enabled.

Once and for all - I hope!

So, for the records: Xinput1 events' valuators have a first_axis and axis_count defining the 'range'
of valid axes for that event - but valid data in the valuator's array **always** start at zero
(which means that, if event reports first axis as being axis 2, axis 2's value is in axis_data[0]).
May 19, 2016, 14:32 (GMT)
Cycles / CUDA: Don't use bundled kernel if Adaptive is enforced by the user.
May 19, 2016, 13:33 (GMT)
Cleanup: misleading indentation
May 19, 2016, 12:44 (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...
May 19, 2016, 12:44 (GMT)
Dynapaint: fix use of normal normalization in dynamicPaint_generateBakeData().

Vertex's normal is always normalized - and its conversion from short to float should not change that!
On the other hand, linear interpolation of three normals **does not give a normalized vector**
(unless all three inputs are exactly the same).

Also, minor optimization, avoid recomputing that interpolated normal twice for each PaintUVPoint.
May 19, 2016, 11:14 (GMT)
Cycles: Add support for bindless textures.

This adds support for CUDA Texture objects (also known as Bindless textures) for Kepler GPUs (Geforce 6xx and above).
This is used for all 2D/3D textures, data still uses arrays as before.

User benefits:
* No more limits of image textures on Kepler.
We had 5 float4 and 145 byte4 slots there before, now we have 1024 float4 and 1024 byte4.
This can be extended further if we need to (just change the define).

* Single channel textures slots (byte and float) are now supported on Kepler as well (1024 slots for each type).

ToDo / Issues:
* 3D textures don't work yet, at least don't show up during render. I have no idea whats wrong yet.
* Dynamically allocate bindless_mapping array?

I hope Fermi still works fine, but that should be tested on a Fermi card before pushing to master.

Part of my GSoC 2016.

Reviewers: sergey, #cycles, brecht

Subscribers: swerner, jtheninja, brecht, sergey

Differential Revision: https://developer.blender.org/D1999
May 19, 2016, 09:11 (GMT)
Ignore vertex color when doing texture paint

It was totally useless to multiply diffuse color with the vertex color
when doing texture painting. It was masking actual texture and only was
forcing artists to create an empty vertex color layer to work this around.
May 18, 2016, 21:33 (GMT)
CMake: use signed char for recastnavigation

External libraries may need char to be signed.
May 18, 2016, 21:12 (GMT)
Cleanup: CMake indentation

Also remove outdated comment
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021