Revision a70fa65 by Campbell Barton May 27, 2013, 20:11 (GMT) |
optimize mirror merging, remove array reallocation, replace with fixed size arrays. |
Revision 44b3735 by Campbell Barton May 27, 2013, 18:51 (GMT) |
fix error in own recent commit, also other minor changes. |
Revision d2d0866 by Campbell Barton May 27, 2013, 18:10 (GMT) |
view3d buttons, internal change: make act_vert_def vertex argument optional. |
Revision a11cd2b by Bastien Montagne May 27, 2013, 18:08 (GMT) |
Picky UI message fix... |
Revision 601b8c1 by Brecht Van Lommel 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. |
Revision 833ca58 by Brecht Van Lommel 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. |
Revision 722680d by Thomas Dinges 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. |
Revision bb15701 by Brecht Van Lommel 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 |
Revision 4bdb54a by Brecht Van Lommel 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. |
Revision 5460e31 by Campbell Barton 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. |
Revision 880c132 by Sergey Sharybin 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. |
Revision 5a96c73 by Bastien Montagne 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. |
Revision 57ae0f7 by Campbell Barton 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). |
Revision 083115c by Campbell Barton May 27, 2013, 12:42 (GMT) |
bmesh optimization: use offsets for deform-vert lookups to avoid customdata layer lookups within loops. |
Revision e51ee75 by Thomas Dinges 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. |
Revision 343e851 by Sergey Sharybin 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. |
Revision 2247465 by Campbell Barton May 27, 2013, 08:04 (GMT) |
style cleanup: nodes |
Revision d612fc0 by Campbell Barton May 27, 2013, 07:57 (GMT) |
style cleanup: nodes |
Revision ac0a8af by Campbell Barton 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. |
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