Blender Git Commits

Blender Git "master" branch commits.

Page: 2368 / 5574

May 7, 2016, 08:50 (GMT)
Fix cycles-xml with OSL support after changes inroduced in 1422f0dd1697d7b671a7b447fd58db7dfe775821
May 6, 2016, 21:13 (GMT)
Some fixes for CUDA runtime compile:
* When Baking wasn't used we got an error.
* On top of Volume Nodes (NODES_FEATURE_VOLUME), we now also check if we need volume sampling code,
so we can disable that as well and save some further compilation time.
May 6, 2016, 21:13 (GMT)
Cycles: Make CUDA adaptive feature compile a Debug flag.

If the CUDA Toolkit is installed and the user is on Linux,
adaptive, feature based CUDA runtime compile is now possible to enable via:

* Environment flag CYCLES_CUDA_ADAPTIVE_COMPILE or
* Debug menu (Debug value 256) in the Cycles UI.
May 6, 2016, 19:56 (GMT)
Fix T47657: Using template_list() with invoke_props_dialog()

popups have no wm_region in context, using wm_menu here.

Not working perfect, but at least it prevents crash.
May 6, 2016, 19:41 (GMT)
Fix T48262: Crash when trying to render a scene without camera.
May 6, 2016, 18:32 (GMT)
Image Editor: Add border zoom

Use Shift-B, UV border-select-pinned is now Ctrl-B.

Patch from @rav66
May 6, 2016, 16:59 (GMT)
Fix recent issue in recent BVH snap/cache

The derivedMesh could free a tree stored by the cache.
Now check the cached tree is valid.
May 6, 2016, 16:16 (GMT)
Correct in-range assert (zero is valid)
May 6, 2016, 16:16 (GMT)
DerivedMesh: don't allocate a new material array each draw
May 6, 2016, 14:54 (GMT)
Clip invisible parts of image when drawing in 2D textures and GLSL Modes

This commit avoids draw of invisible parts of image in image editor,
making it faster to re-draw the image.

Especially handy when painting on a high-res image when zoomed-in.
May 6, 2016, 12:39 (GMT)
Cleanup: Move full SVM statistics to VLOG(2) verbosity level.
May 6, 2016, 12:37 (GMT)
Cleanup: Rename texture slots to float4 and byte, to distinguish from future float (single channel) and half_float slots.

Should be no functional changes, tested CPU and CUDA.
May 6, 2016, 11:20 (GMT)
Code refactor: Change Cycles ImageManager arrays.

This commit simplifies the code for the image arrays. Instead of having 2 arrays for float and byte textures,
we now use an array here. This simplifies the code (avoids code duplication), and makes it possible to easily extend it
with float1 and half-float types in the future.

Only tested with CPU yet, plus some cleanup / code de-duplication is still possible here.

Reviewers: #cycles, sergey

Reviewed By: #cycles, sergey

Subscribers: jesterking, sergey

Differential Revision: https://developer.blender.org/D1969
May 6, 2016, 10:32 (GMT)
Tweak precision for interocular distance and convergence plane

Previous number of digits after point was not really useful, especially
for the interocular distance where it's quite common to go sub-cm precision.
May 6, 2016, 09:49 (GMT)
Speedup of regular 2D painting

Yet another commit which makes painting aware of multi-threaded systems.
May 6, 2016, 08:40 (GMT)
Cloth: Fix shrinking to properly respond to animated min/max and weight.

Enable dynamic restlen recomputation based on sew flag and update the
shrink factor math within it to call the new utility function.
May 6, 2016, 08:40 (GMT)
Cloth: Change ClothVertex::xrest to actually store the rest position.

Originally the value was only needed when building the springs,
so a pointer to the input data was somewhat ok. However, recalculating
spring length dynamically requires keeping the actual value around.
May 6, 2016, 08:40 (GMT)
Part of D1903: Dynamic base mesh for cloth simulation

A function that recalculates cloth spring lengths.
May 6, 2016, 08:40 (GMT)
Cloth: Ignore zero-restlen sewing springs in average length computation.

The average length is used to adjust self-collision and stiffness
to match mesh density, and in either case considering the always zero
restlen sewing springs doesn't actually make much sense.

The struct_springs variable is also used for other things like total
spring count, so a new one needed for the true struct springs.
May 6, 2016, 08:40 (GMT)
Cloth: Use Geometrical Mean for averaging cloth shrink factor.

This comes out of considering a one-dimensional transition in weight
on a rectangular cloth grid. At the transition face loop, one side
of each rectangular face would be scaled by k1, and the opposite one
by k2, thus turning the rectangle into a trapezoid. Averaging would
be used to choose the scale factor for the remaining two sides.

If Geometrical Mean, i.e. sqrt(k1*k2) is used, it so happens that the
diagonals of the trapezoid also end up scaled by sqrt(k1*k2) compared
to the original rectangle. This means that the same scale factor is
correct for both structural and shear springs, which is not the case
with simple average.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021