Blender Git Commits

Blender Git "master" branch commits.

Page: 3179 / 5574

May 27, 2013, 20:11 (GMT)
optimize mirror merging, remove array reallocation, replace with fixed size arrays.
May 27, 2013, 18:51 (GMT)
fix error in own recent commit, also other minor changes.
May 27, 2013, 18:10 (GMT)
view3d buttons, internal change: make act_vert_def vertex argument optional.
May 27, 2013, 18:08 (GMT)
Picky UI message fix...
May 27, 2013, 17:48 (GMT)
Fix #35505: cycles object space normal mapping did not match blender internal.
Now it uses the same (strange) YZ flipping convention.
May 27, 2013, 17:21 (GMT)
Fix #35506: enter local view, enable render draw mode, exit local view. In this
case the render engine would keep working invisible in the background.
May 27, 2013, 17:13 (GMT)
Cycles / OpenCL:
* Use advanced shading for nvidia as well, works fine on my Geforce 540M with sm_21.
I tested the files from regression suite.
May 27, 2013, 17:11 (GMT)
Particles: patch #35205 by Jakub Zolcik

The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
May 27, 2013, 16:21 (GMT)
Cycles OpenCL: patch #35514 by Doug Gale

* Support using devices from all OpenCL platforms, so that you can use e.g. both
Intel and NVidia OpenCL implementations if you have them installed.
* Fix compile error due to missing fmodf after recent math node change.
* Enable advanced shading for Intel OpenCL.
* CYCLES_OPENCL_DEBUG environment variable for generating debug symbols so you
can debug with gdb. This crashes the compiler with Intel OpenCL on Linux though.
To make this work the preprocessed kernel source code is written out, as gdb
needs this.
* Show OpenCL compiler warnings even if the build succeeded.
* Some small fixes to initialize cdDevice to NULL, add missing NULL check when
creating buffer and add missing space at end of build options for Apple OpenCL.
* Fix crash with multi device + opencl, now e.g. CPU + GPU render should work.

I did a few tweaks to the code and also:

* Fix viewport render failing sometimes with Apple CPU OpenCL, was not taking
workgroup size limits into account properly.
* Add compile error when advanced shading in the Blender binary and OpenCL kernel
are not in sync.
May 27, 2013, 16:12 (GMT)
now an addons preference are available when it start,
this change is made so addons may initialize their own settings.
May 27, 2013, 15:13 (GMT)
Fix #35480: object without material crash blender when starting game engine

Was a missing NULL-pointer check. No idea why it took so long to figure
issue out -- apparently there was no crash in linux for me and msvc
didn't show any backtrace :S

Also corrected weirdo way of bit flag check which was:
!ma->mode & MA_FACETEXTURE
better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
May 27, 2013, 13:22 (GMT)
And add Aarch (tested with amd64). Everything should be functionnal now...
Revision 6f2013a by Lukas Toenne
May 27, 2013, 13:13 (GMT)
Fix for #35495, Material preview do not update. This was caused by a line inserted by pynodes merge that would cancel all running preview jobs on each node area refresh. Not sure what the rationale for
this behavior was, but it certainly doesn't work correctly.
May 27, 2013, 13:03 (GMT)
modification to r57023, use active color but only draw face-stipple when selected. (active-unselected isn't in common usage for mesh editmode).
May 27, 2013, 12:42 (GMT)
bmesh optimization: use offsets for deform-vert lookups to avoid customdata layer lookups within loops.
May 27, 2013, 11:33 (GMT)
Cycles / Passes:
* Some closures (Toon, Diffuse Ramp) were not assigned to a CLOSURE_IS_* define, which made them invisible on render passes.
* Westin closures had wrong type, Sheen is Diffuse, Backscatter is Glossy.
May 27, 2013, 10:08 (GMT)
Fix #35504: Blender crashes on separating curves with different Evaluation Time / keyframes

Used slightly different approach from what was discussed with Campbell,
and the reason of this is slightly better support of curve point animation
re-mapping.

There're actually some limitations which better be discussed bewfore 'b':
- If there're no point animation, spline separation goes just fine.
- If there're animated points in the curve, blender will preserve
animation for currently editing curve. But, since new curve created
by Separate operator shares the same AnimData, it'll be animatied
in a weird way.

So not sure whether it's better to preserve animation for current spline
but require switching animationdata for new spline or resetting animation
for current curve's animation data.
May 27, 2013, 08:04 (GMT)
style cleanup: nodes
May 27, 2013, 07:57 (GMT)
style cleanup: nodes
May 27, 2013, 06:06 (GMT)
fix [#35518] UV Mapping crashes the Blender with specific image file

2 bugs here
- missing NULL check in IMB_colormanagement_display_settings_from_ctx()
- deadlock in draw_image_paint_helpers()

Simple solution is to not draw paint helpers for render/viewer images.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021