Revision c9add22 by Campbell Barton June 30, 2013, 23:30 (GMT) |
opengl debug info, make GPU_state_print() only show values in arrays that are set. (was print 32 values every time) |
Revision e64ae3a by Campbell Barton June 30, 2013, 22:04 (GMT) |
fix [#35914] Blender crashes when trying to use vertex selection masking on a copy directly after using SHIFT+d |
Revision 5dad1b2 by Campbell Barton June 30, 2013, 21:41 (GMT) |
minor change for high res displays, scale fcurve handles and view3d axis size. |
Revision 2c506fd by Bastien Montagne June 30, 2013, 16:20 (GMT) |
Patch [#35897] install_deps: add OpenEXR to ldconfig by Gavin Howard, thanks. |
Revision d492a9f by Jeroen Bakker June 30, 2013, 13:35 (GMT) |
Fix for * [#35922] RGB Input Node doesn't work properly |
Revision 5ae3749 by Campbell Barton June 30, 2013, 11:56 (GMT) |
revert own fix for adding nodes with (DPI != 72), the fix doesn't work for OSX retina displays. |
Revision 97bf777 by Brecht Van Lommel June 29, 2013, 11:02 (GMT) |
Fix more swapped descriptions for mouse X/Y position properties. |
Revision 3a69d27 by Brecht Van Lommel June 29, 2013, 10:59 (GMT) |
Fix swapped descriptions for window X/Y position properties. |
Revision 07f4465 by Brecht Van Lommel June 29, 2013, 10:52 (GMT) |
Fix scons/windows build error, missing pthreads include in blenfont for mutex. |
Revision 32d5b52 by Campbell Barton June 29, 2013, 10:09 (GMT) |
re-arrange '--help' output into more useful sections (added debug, python). also minor style cleanup |
Revision b70c844 by Gaia Clary June 29, 2013, 08:41 (GMT) |
fixed a compiler warning message in vs 2008 |
Revision 23d3c64 by Gaia Clary June 29, 2013, 08:38 (GMT) |
fixed Blender crash, but unclear when this situation can happen |
Revision 11972c0 by Sergey Sharybin June 28, 2013, 21:58 (GMT) |
Towards threaded object update This commit contains changes related on running function BKE_object_handle_update_ex from multiple threads in order to increase scene update time when having multiple independent groups of objects. Currently this required changes to two areas: - scene.c, where scene_update_tagged_recursive is now using threads for updating the object There're some tricks to prevent threads from being spawned when it's not needed: * Threading will only happen if there're more than one CPU core. * Threading will happen only if there're more than single object which needed to be updated. There's currently one crappy part of the change: which is freeing object caches (derivedFinal, derivedDeform and so) from main thread. This is so because in case VBO are used freeing DM is not thread safe. This is because DrawObject used global array. Would look into possibility of making that code safe later. There're also currently some ifdef-ed debug-only code, which helps a lot troubleshooting whether everything is working fine. This code looks a bit ugly now, will either drop it later or make it more cleat. And one more thing: threaded update is CURRENTLY DISABLED. This is because of some thread-unsafe issues discovered while was working on this patch. Namely: * I have once a crash in Curve module. Wasn't been able to reproduce the crash, but could thing about some unsafe code there. * Virtual modifier list is not thread-safe (it uses static variables). * Armature modifier is also doesn't seem to be thread safe because of storing some temporary runtime data in actual armature. All this issues are to be solved next. - depsgraph.c, where i've added a function which gives list of groups, each group contains objects and dependency is only allowed between objects inside one group. This is needed to make scheduling of objects easier, which means update threads will operate on groups, and will handle objects one-by-one inside group. Different threads will operate on different groups. Currently such groups will be generated on every update. Actually, on every run of scene_update_objects_threaded which only happens if there're objects marked for update. In the future we could consider storing such groups in graph itself, which will help saving CPU power on building such groups. But this is something to be discussed with Joshua first. P.S. If you really want to test threaded update, you'll need to replace: #undef USE_THREADED_UPDATE with: #define USE_THREADED_UPDATE |
Revision f934825 by Sergey Sharybin June 28, 2013, 21:58 (GMT) |
Allow some operators when interface is locked Now it's possible to mark operator as safe to be used in locked interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator template flags. This bit is completely handled by wm_evem_system, not with operator run routines, so it's still possible to run operators from drivers and handlers. Currently allowed image editor navigation and zooming. |
Revision 0248314 by Sergey Sharybin June 28, 2013, 21:58 (GMT) |
Code cleanup: replace bunch of ifdef+if(do_debug_handler) with a macro which checks all the stuff and keeps code easy to follow. |
Revision 62ab3ba by Campbell Barton June 28, 2013, 21:24 (GMT) |
replace LATTICE_PT macro with BKE_lattice_index_from_uvw(). |
Revision f55ef8b by Campbell Barton June 28, 2013, 19:33 (GMT) |
fix regression since early 2.5x, there was no way to copy library linked objects. |
Revision 24e8f2f by Campbell Barton June 28, 2013, 18:39 (GMT) |
fix for crash linking fonts to other objects with linked obdata (link, undo would crash). |
Revision b6ffc68 by Campbell Barton June 28, 2013, 18:19 (GMT) |
view-selected didnt work for metaballs in object mode (radius from previous commit was 2x too large too). |
Revision c776d5e by Brecht Van Lommel June 28, 2013, 17:58 (GMT) |
Fix #35904: on Windows force NVidia Optimus, which does automatic graphics switching between an integrated Intel and a dedicated NVidia card, to use the dedicated card for Blender. A more portable and general solution would be nice, but it's all I could find: http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf |
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