Blender Git Commits

Blender Git "master" branch commits.

Page: 2650 / 5574

March 20, 2015, 09:03 (GMT)
SCons: Attempt to deal with branches without upstream configured
March 20, 2015, 08:59 (GMT)
CMake: Suppress unconfigured branch upstream error in the output
March 20, 2015, 07:47 (GMT)
Fix T43786: Cycles bake disregards Auto Smooth (vertex per-face normals)

Added an utility function which performs vertex split based on the loop
normal so now backing API matches to what's happening in Cycles and BI
in terms of autosplit.

Reviewers: dfelinto, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1174
March 20, 2015, 07:25 (GMT)
Fix stupid strict flags in math_color_inline.c

It was unleashed with recent ghash commit and issue seems to
be the same as fixed in 69065b5b.
March 20, 2015, 04:50 (GMT)
Add missing update adding a shape-key

Noticeable when pin is enabled.
March 20, 2015, 04:41 (GMT)
Cleanup: warnings bit-shift int overflow
March 19, 2015, 20:11 (GMT)
Cleanup remove unused variable
March 19, 2015, 20:10 (GMT)
Missed this last commit.
March 19, 2015, 19:53 (GMT)
Fix T43989: Sequencer - Ctrl snapping a sequencer strip does not work if you specify the x axis.

New 'strip' snapping was simply not computed in case of constrained transform, hence init
'0' value was used as frame offset in this case.

This commit reorganizes a bit that snapping, to keep it more 'confined' into `snapSequenceBounds()`
dedicated function. It still needs a minor hack (setting snapping mode to something else than
defualt `SCE_SNAP_MODE_INCREMENT`, to avoid this snapping to be called by contraint code).

Thanks to Antony for review and enhancements.

This fix should be backported to 2.74.
March 19, 2015, 19:49 (GMT)
Fix cycles dof settings
March 19, 2015, 19:08 (GMT)
Remove deleted list for palette colors

was used because of UI memory access only.
March 19, 2015, 19:08 (GMT)
UI: minor re-organization of dof options
March 19, 2015, 19:05 (GMT)
Blender will now use trilinear filtering by default
March 19, 2015, 18:50 (GMT)
BLI GHash: add some basic gtests.

We could likely add much more, but those already covers basic behavior and should be able
to catch most errors when editing this code.

Also added some performances tests as well (timing ghash insert/lookup under heavy loads,
for different kinds of keys).
March 19, 2015, 16:37 (GMT)
GHash - code reorganization, performance enhancements, add a few missing utils to API.

This patch is the root of the GHash rework, all other diff will be based on it:

Reduce average load from 3.0 to 0.75
----------------------------------

This is the big performance booster part, e.g. makes tracing a dyntopo stroke between 25% and 30% faster.

Not much to say about it, aside that it obviously increase memory footprint (about 25% - 30% too).

Add optional shrinking
----------------------------------

I.e. ghashes/gsets can now shrink their buckets array when you remove enough entries. This remains optional and OFF by default.

Add code to use masking instead of modulo
----------------------------------

Buckets indices are obtained from hashes by �??reducing�? the hash value into the valid bucket range. This can be done either by bit-masking, or using modulo operation.
The former is quicker, but requires real hashes, while the later is slower (average 10% impact on ghash operations) but can also be used as a 'fake' hashing on raw values, like e.g. indices.

In Blender currently not all ghash usages actually hash their keys, so we stick to modulo for now (masking is ifdef�??ed out), we may however investigate the benefits of switching to masking with systematic very basic hashing later�?�

Add various missing API helpers
----------------------------------

I.e. a way to deep-copy a ghash/gset, and a way to (re-)reserve entries (i.e. manually grow or shrink the ghash after its creation).

Various code refactoring
----------------------------------

* Get rid of the 'hack' regarding ghash size when used as gset (it�??s simpler and safer to have two structs defined here, and cast pointers as needed).
* Various re-shuffle and factorization in low-level internal code.
* Some work on hashing helpers, introducing some murmur2a-based hashing too.

Thanks a bunch to Campbell for the extensive review work. :)

Reviewers: sergey, campbellbarton

Subscribers: psy-fi, lukastoenne

Projects: #bf_blender

Maniphest Tasks: T43766

Differential Revision: https://developer.blender.org/D1178
March 19, 2015, 14:40 (GMT)
Armature select-hierarchy now uses connected bones

Traverse down connected child bones (when available)

Also remove redundant bone loops.
March 19, 2015, 14:18 (GMT)
Depth of field high quality:

A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.

People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.

Technical details:

This uses geometry shaders + instancing and is an adaptation of
techniques gathered from

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-

http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt

TODOs:

* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
March 19, 2015, 14:10 (GMT)
Fix compilation error of blenderplayer after recent constraint commit
March 19, 2015, 13:42 (GMT)
Correct recent armature symmetrize

Duplicating part of a chain could have invalid 'connected' flag.
March 19, 2015, 13:28 (GMT)
Speedup for constraints update from python script

General idea is to avoid actual calculation from property update()
callback and tag things for update later instead.

That said, pose constraint flags are now tagged for update and
handled as a part of object update. In the new depsgraph it'll
be a nice dedicated operation node.

Also avoid updating disabled flags for all the modifiers. This
part of the path is not totally optimal since it'll still need
to iterate over bones in order to get pchan, but to optimize it
further would be nice to find a way to avoid pchan requirement
all together.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1191
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021