Blender Git Commits

Blender Git "master" branch commits.

Page: 3006 / 5574

December 18, 2013, 08:33 (GMT)
Fix for button selection offset

Was using a different font size with selection and drawing,
But scaling both so they mostly matched.

This made selection shift noticeably when done on an interface zoomed in/out.
December 18, 2013, 08:33 (GMT)
BLF: debug function to print a fonts state
December 18, 2013, 08:33 (GMT)
Code Clenaup: use const for button checking functions
December 18, 2013, 08:05 (GMT)
Fix artifact in partial buffer update after recent changes

The issue wasn't new in fact, just partial buffer update
function was still broken. Not sure how those issues were
not noticed for so long.

Perhaps partial_buffer_update_rect() could be simplified,
but i've got some more upcoming changes here which might
run into conflicts if i'll do simplification now.
December 18, 2013, 06:35 (GMT)
Code cleanup: Game Engine related panels belong into properties_game.py.
December 18, 2013, 06:13 (GMT)
UI: more fixes for text clipping

Were still cases where numbers could be clipped incorrectly and icon
size was accounted for twice when left clipping (error in own recent commit).
December 18, 2013, 04:37 (GMT)
Error in last commit
December 18, 2013, 04:35 (GMT)
Style Cleanup: minor edits in recent changes
December 18, 2013, 04:34 (GMT)
Style Cleanup
December 18, 2013, 01:03 (GMT)
Game Engine: Level of detail support and tools

Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.

Reviewed By: moguri, nexyon, brecht

Differential Revision: https://developer.blender.org/D109
December 17, 2013, 20:36 (GMT)
Fix compile on MSVC, we don't use "isfinite" anywhere else inside source/blender ;)
December 17, 2013, 20:18 (GMT)
Fix issue with right aligned number buttons overlapping the label

This also simplifies button clipping which was attempting to detect
offsets that were applied afterwards,
Now apply text clipping after adjusting the button rect margins.
December 17, 2013, 18:07 (GMT)
Code Cleanup: comment unused functions
December 17, 2013, 18:03 (GMT)
UI: Theme Colors for Info space
December 17, 2013, 17:42 (GMT)
Changes to partial update during rendering

Summary:
Mainly addressed to solve old TODO with color managed fallback
to CPU mode when displaying render result during rendering.

That fallback was caused by the fact that partial image update
was always acquiring image buffer for composite output and was
only modifying display buffer directly.

This was a big issue for Cycles rendering which renders layers
one by one and wanted to display progress of each individual
layer. This lead to situations when display buffer was based on
what Cycles passes via RenderResult and didn't take layer/pass
from image editor header into account.

Now made it so image buffer which partial update is operating
with always corresponds to what is set in image editor header.

To make Cycles displaying progress of all the layers one by one
made it so image_rect_update switches image editor user to
newly rendering render layer. It happens only once when render
engine starts rendering next render layer, so should not be
annoying for navigation during rendering.

Additional change to render engines was done to make it so
they're able to merge composite output to final result
without marking tile as done. This is done via do_merge_result
argument to end_result() callback. This argument is optional
so should not break script compatibility.

Additional changes:

- Partial display update for Blender Internal now happens from
the same thread as tile rendering. This makes it so display
conversion (which could be pretty heavy actually) is done in
separate threads. Also gives better UI feedback when rendering
easy scene with small tiles.

- Avoid freeing/allocating byte buffer for render result
if it's owned by the image buffer. Only mark it as invalid
for color management.

Saves loads of buffer re-allocations in cases when having
several image editors opened with render result. This change
in conjunction with the rest of the patch gave around
50%-100% speedup of render time when displaying non-combined
pass during rendering on my laptop.

- Partial display buffer update was wrong for buffers with number
of channels different from 4.

- Remove unused window from RenderJob.

- Made image_buffer_rect_update static since it's only used
in single file.

Reviewers: brecht

Reviewed By: brecht

CC: dingto

Differential Revision: https://developer.blender.org/D98
December 17, 2013, 16:16 (GMT)
Fix T37718: Texture compression missing

Make sure image will saved as (not over) after changing
it's type to Generated by clearing image's path in signal
handler.
December 17, 2013, 13:20 (GMT)
Code Cleanup: comment unused define
December 17, 2013, 13:14 (GMT)
Fix compile after last commit, casting to (bArmature *), kudos to JesterKing
December 17, 2013, 12:04 (GMT)
'Transform' Python Function for armature, curve and lattice.

patch by Paolo Acampora with some edits.
December 17, 2013, 09:47 (GMT)
Fix bplayer broken in own rB51f5c994e9f0.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021