Revision a9729e6 by Kévin Dietrich April 22, 2016, 09:46 (GMT) |
Fix T48236: OpenVDB smoke cache glitches out with smokeless flames. Issue was that before writing to disk grids are clipped against the density field's tree to optimize for memory/disk space, which in the case of simulations with no density field results in all grids having empty trees. For now avoid clipping against empty grids, but perhaps in the future it can be interresting to have some UI parameters to let the user choose the grid used for clipping. |
Revision 87dcee0 by Sergey Sharybin April 22, 2016, 08:59 (GMT) |
Silence some annoying warnings when doing full build with strict flags This mainly touches extern libraries and few debug-only places in intern. Some summary: - External libraries are not strict at all about missing declarations, so we can rather safely remove such warning together with other strict flags. - Bullet has some static functions which are not used. Those were commented out. - Carve now has some unused debug-only functions commented out as well. While we're on the way of getting rid of Carve, it makes sense to make things a bit cleaner for the time being. - In LZMA we have some parts disabled which gives some set but unused variables which is rather correct. - Elbeem had quite some variables set and never used because their usage is inside of debug-only code which is commented out. Note about patching upstream libraries: surely one might say that we have to make local patchset against this, but own experience says it only gives extra work trying to merge such tweaks to a new upstream version and usually it's just faster to re-apply such fixes again after bundling new upstream library. |
Revision d2cb0f9 by Sergey Sharybin April 22, 2016, 08:55 (GMT) |
Cycles: Reduce verbosity of logging Mainly makes logging less verbose when doing progressive sampling in viewport. Such kind of verbosity is not really possible to be filtered out with `grep` so let's reshuffle few lines of code. |
Revision 31632e7 by Sergey Sharybin April 22, 2016, 08:14 (GMT) |
NDof device: Check for socket exists before connecting to spnavd This allows us to get rid of annoying and misleading error printed to the console about being unable to connect to something. |
Revision 599b7ad by Campbell Barton April 22, 2016, 06:38 (GMT) |
Transform Snap: optionally cache the BVH tree Use the SnapObjectContext to store the bvh tree for reuse. |
Revision 19e5540 by Campbell Barton April 22, 2016, 06:36 (GMT) |
Transform Snap: initial snap context refactor This introduces a snap-context that can be re-used for casting rays into the scene (by operators such as walk-mode, ruler and transform code). This can be used to cache data between calls too. |
Revision 8dcdde5 by Campbell Barton April 22, 2016, 02:22 (GMT) |
Cleanup: warnings (double promote, string format) |
Revision 0b34987 by Bastien Montagne April 21, 2016, 10:16 (GMT) |
Fix T48212: Typos in bpy enum props examples. |
April 21, 2016, 08:44 (GMT) |
Update install_deps.sh for ArchLinux. The script is updated for ArchLinux, since all dependencies are included in Arch's official repositories. I've made a few changes, such as enabling OCIO and OSD without requiring locally installed lib-path, and a fix to ''get_package_version_ARCH()' so it ignores package epoch (as in the case of ffmpeg). I intend to look at OpenVDB next. Reviewers: mont29 Differential Revision: https://developer.blender.org/D1901 |
Revision c0943ba by Campbell Barton April 21, 2016, 02:43 (GMT) |
Cleanup: math lib use w/ walk mode |
Revision 22f2405 by Inês Almeida April 20, 2016, 18:51 (GMT) |
Mesh Deform Modifier - leave bind settings visible after binding The 'precision' and 'dynamic' settings for binding are now always visible. The settings that can not be edited after binding are disabled (not inactive). I find it useful to see with what settings a mesh was bound, in case the file is not mine or if I simply lost track of it. |
Revision 9bd1c8c by Sergey Sharybin April 20, 2016, 16:17 (GMT) |
Cycles: Multi-thread object transform update Simple idea, use threads when dealing with "Copying Transformations to device" scene update step. Only do it if there's enough objects in the scene. Hopefully only brings less synchronization time and doesn't break anything. From tests on my desktop this brings down transform update time from 58sec to 11sec on victor_cpu.blend scene from out benchmark. |
Revision 3632c49 by Lukas Toenne April 20, 2016, 14:25 (GMT) |
Merge branch 'master' into temp_remove_particles |
Revision 02213b8 by Sergey Sharybin April 20, 2016, 14:19 (GMT) |
Cycles: Stop rendering when bad_alloc happens This is an attempt to gracefully handle out-of-memory events and stop rendering with an error message instead of a crash. It uses bad_alloc exception, and usually i'm not really fond of exceptions, but for such limited use for errors from which we can't recover it should be fine. Ideally we'll need to stop full Cycles Session, so viewport render and persistent images frees all the memory, but that we can support later, since it'll mainly related on telling Blender what to do. General rules are: - Use as less exception handles as possible, try to find a most geenric pace where to handle those. For example, ccl::Session. - Threads needs own handling, exception trap from one thread will not catch exceptions from other threads. That's why BVH build needs own thing. Reviewers: brecht, juicyfruit, dingto, lukasstockner97 Differential Revision: https://developer.blender.org/D1898 |
Revision e3544c9 by Sergey Sharybin April 20, 2016, 13:49 (GMT) |
Cycles: Throw bad_alloc exception when custom allocators failed to allocate memory This mimics behavior of default allocators in STL and allows all the routines to catch out-of-memory exceptions and hopefully recover from that situation/ |
Revision d7e4f92 by Sergey Sharybin April 20, 2016, 13:21 (GMT) |
Cycles: Use threads to sort reference arrays when searching for split This commits implements threaded sorting of references when looking for object spatial split. It mainly useful when doing initial binning, which happens from main thread. Gives nice speedup of BVH build for Bunny.blend: 36sec vs. 55sec for the Rabbit mesh BVH build. On more complex scenes the speedup is probably minimal, but still nice to have more instant rendering for simplier scenes. Some further tests with production scenes would be interesting. Reviewers: juicyfruit, dingto, lukasstockner97, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D1928 |
Revision 96dc96f by Sergey Sharybin April 20, 2016, 13:03 (GMT) |
Cycles: Avoid reference copy |
Revision 48c9208 by Sergey Sharybin April 20, 2016, 13:02 (GMT) |
Fix T46903: Missing Render Border Menu items While other borders are more like a toggle, it is an intrinsic behavior of those operators. Render Border is intrinsicly split into two operators and trying to expose it as a toggle will end up with rather confusing situation when shortcut listed in the menu changes depending on the context. |
Revision e50d229 by Sergey Sharybin April 20, 2016, 12:42 (GMT) |
Fix T47794: Point density sometime seems stretched when rendered on GPU |
Revision b9d9d93 by Sergey Sharybin April 20, 2016, 11:49 (GMT) |
Fix T48162: GPU render gives wrong results in certain volume setups ideally this part of code should be de-duplicated across __VOLUME_INTERSECT_ALL and regular code. |
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