Revision 6785e45 by Antonis Ryakiotakis April 2, 2014, 15:25 (GMT) |
Undoing masks in dyntopo leaked memory |
Revision 965e503 by Antonis Ryakiotakis April 2, 2014, 12:08 (GMT) |
Refactor to recent matcap built-ins to not use the built in system. Those variables would get declared on fragment shader level and since we use reserved opengl variables, some compilers would throw an error (NVIDIA allows, some ATI compilers may break). Instead, use a separate opengl built-in category especially for them. This works on NVIDIA, and will wait for tests of this commit from ATI users. |
Revision 26b2645 by Sergey Sharybin April 2, 2014, 11:59 (GMT) |
Implement fame sliding from IE's cache line |
Revision 9caf702 by Bastien Montagne April 2, 2014, 11:22 (GMT) |
UI: Tweak last commit for UIList and image scopes' grip size. Sorry, forgot the --hold arg to last arc land, wanted to check this before pushing... :/ |
Revision 9b3bd55 by Bastien Montagne April 2, 2014, 11:09 (GMT) |
Replace resize code of image scopes by use of new GRIP button. This deduplicates/simplifies some code. Also cleanup up a bit scopes UI code! Use new GRIP button for uiList grab-resize. This allows us to greatly simplifies the code, and get rid of a few hacks in uiList event handling! Note autosize mode of uiList is now trigered by any value of list_grip below a given threshold, rather than the fixed zero value... Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D343 |
Revision 4faef1e by Bastien Montagne April 2, 2014, 11:03 (GMT) |
Add drag-resize to uiTemplatePreview (mat/tex/etc. preview widget). This is done by adding a new button type, GRIP, similar to other numbuttons (scroll, slider, ...), which here controls the preview height. Then, we add a new DNA struct to be able to save that height in Blend files (note I choose not to use Panel struct for this, because we would then have the same limitation we used to have with uiLists, only one preview per panel and no preview outside panel). This implies a change to template_preview UI RNA/py API (each preview needs an ID), but this is backward compatible, as by default datablock type will be used if no ID is given (which means e.g. all material previews with no ID will have same height). Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D342 |
Revision 11ee2d8 by Sergey Sharybin April 2, 2014, 10:54 (GMT) |
implement cache line for image editor It works exactly the same as a cache line in movie clip editor. |
Revision 6cd717e by Bastien Montagne April 2, 2014, 09:59 (GMT) |
Fix T39521: Render with two Blender processes on same computer: compression issues? We need to salt temp exr filenames with pid, else several instances of Blender rendering the same scene on same machine and using "Save Buffers" option would use the same files! |
Revision 35747ee by Bastien Montagne April 2, 2014, 09:59 (GMT) |
Rename "BLI_cpu.h" to "BLI_system.h" and add to it BLI_getpid() helper. There is not much sense to have a whole BLI file just to check SSE2 on CPUs... So idea is to rename it to more generic "BLI_system", and add to it more system-related utils, like e.g. an include helper for getpid(), which allows to hide unix/windows internals from rest of the code... Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D439 |
April 2, 2014, 09:53 (GMT) |
Cycles: add dedicated UV Map node, easier to find and has convenient auto complete. Fixes T37954. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D230 |
Revision 2881473 by Lukas Toenne April 2, 2014, 09:04 (GMT) |
Fix T39547: Toggling render passes on active scene does not update render layer nodes in a pinned tree from different scene. The way these updates work is a nasty legacy hack: https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/composite/node_composite_tree.c$277 This function is called //very frequently// by the get_from_context method. However, this does not get called for pinned node trees, so when showing a different scene's compositing nodes in the editor they may not get updated correctly. Now moved this update call out of get_from_context so it happens in any case. Will be called no more frequently than before (on every redraw). Eventually the depsgraph should handle this more precisely, it's just a simple ID dependency anyway ... |
Revision eed3974 by Sergey Sharybin April 2, 2014, 08:11 (GMT) |
Fix T39545: "Track selected markers", does not stop at end of video Issue was cauzed by some weird clamping of current frame. Not sure why it was here at the first point -- it's from the day0 of movie clip datablock. |
Revision def5999 by Campbell Barton April 2, 2014, 07:43 (GMT) |
UI: support for dragging popups title area |
Revision 442f2df by Campbell Barton April 2, 2014, 06:33 (GMT) |
Code cleanup: avoid redundant lookups for subwindows |
Revision 1d9e0c3 by Campbell Barton April 1, 2014, 23:09 (GMT) |
Fix for BLI_rng_shuffle_array noted by mont29 |
Revision da4b90a by Campbell Barton April 1, 2014, 22:58 (GMT) |
Code cleanup: use uint64_t for BLI_rand |
Revision e60b18d by Antonis Ryakiotakis April 1, 2014, 22:41 (GMT) |
Dyntopo: Delete OpenGL buffers of nodes that do not have any more triangles. It is possible to end up with such nodes using brushes in aggressive collapse mode. Those nodes should normally be cleaned up, since they can never be actually reused (adding more geometry to a node requires the node having some geometry to begin with) but until we support dynamic nodes, better delete those to avoid binding graphics driver resources. If such zero elements buffers were used, GL error out of memory would be reported. |
Revision 0a112ef by Campbell Barton April 1, 2014, 22:16 (GMT) |
Fix for building with MSVC2008 |
Revision dc5fe5d by Campbell Barton April 1, 2014, 22:03 (GMT) |
Revision 7c513f5 by Antonis Ryakiotakis April 1, 2014, 21:57 (GMT) |
Fix some redrawing and possibly other issues in dyntopo: When node face gets deleted, added or exchanged, the nodes should update their draw buffers, normals and bounding boxes. This was not being done before so there were graphical glitches apparent, especially in collapse mode. |
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