Revision 5cdddb1 by Campbell Barton May 20, 2013, 05:06 (GMT) |
fix [#35434] Segmentation fault switching screen layout from python |
Revision 289ca57 by Thomas Dinges May 20, 2013, 00:26 (GMT) |
Code Cleanup / Cycles: * Remove an unused parameter from Checker texture and correct a typo in license header. |
Revision 51f04bf by Campbell Barton May 19, 2013, 18:05 (GMT) |
code cleanup: remove unneeded elements in uv NearestHit. |
Revision 7e3b06d by Campbell Barton May 19, 2013, 17:45 (GMT) |
code cleanup: bmesh/uv - uv_mouse_select() move from BLI_array to alloca - was unnecessarily looping over faces for an index lookup when an array is already created. |
Revision 12eb887 by Campbell Barton May 19, 2013, 17:20 (GMT) |
code cleanup: remove some kludge from uv loop select |
Revision c47bbae by Campbell Barton May 19, 2013, 16:52 (GMT) |
code cleanup: uv_find_nearest_vert was doing unneeded lookups on face uv's when the adjacent uv's are known. |
Revision bf9ddfe by Campbell Barton May 19, 2013, 16:47 (GMT) |
remove WITH_AVX_CPU, also used add_definitions incorrectly. single cflags can be added manually and don't need their own options. |
Revision eacb629 by Campbell Barton May 19, 2013, 15:11 (GMT) |
style cleanup |
Revision ae02203 by Campbell Barton May 19, 2013, 15:03 (GMT) |
code cleanup: simplify fast_ray_nearest_hit() |
Revision 6adec30 by Campbell Barton May 19, 2013, 11:39 (GMT) |
revert (ifdef) r54745. which enbabled alpha in the GL buffer. looks to be the cause of bug [#35415] we can make this optional. |
Revision 196f7f0 by Gaia Clary May 19, 2013, 09:45 (GMT) |
fix memory corruption: allocated memory space did not match the needed space |
Revision 61dafba by Campbell Barton May 19, 2013, 08:46 (GMT) |
fix for mistake in r56903 |
Revision 3b2256f by Brecht Van Lommel May 19, 2013, 04:12 (GMT) |
Fix for last fix, compile error in smoke code. |
Revision 0abe993 by Brecht Van Lommel May 19, 2013, 04:07 (GMT) |
Fix #35407: different particle behavior compared to 2.66, reverted part of 56073. |
Revision 76ee6d3 by Mitchell Stokes May 19, 2013, 03:15 (GMT) |
BGE: Applying patch [#35416] "Missing python properties on ActionActuator: layer, layerWeight" from Florian Bantner (scheintodx). |
Revision b614b81 by Tamito Kajiyama May 19, 2013, 00:56 (GMT) |
Fix for [#35245] Freestyle getting stuck on view map creation + memory leaks. There were two issues: - Line visibility computations are very slow in the case of the provided .blend file, which gave an impression that the rendering process got stuck. The slowness can be explained by the present data structures used for the line visibility computations, together with the specific mesh distribution of the test scene. At the moment Freestyle uses a regular grid in the 2D image coordinate system to divide tris/quads into small groups in order to accelerate the line visibility computations. On the other hand, the test scene is populated a big plane (made of one quad) and a moderately detailed mesh object (22K tris). The scale of the latter mesh is animated from nearly zero to about 0.2 to make the object show up over time. When the scale is nearly equal to zero, all the tris concentrate in one grid cell, so essentially there is no performance gain from the grid data structure optimized for speed. It looks like a better grid data structure (possibly based on adaptive grid refinement) is necessary to genuinely address the identified performance issue. For now the progress bar of Blender is employed to better inform users of the amount of work done in the line visibility computations. - A crash was caused by an excessive memory allocation request. The X and Y dimensions of the grid data structure are determined based on the average area of mesh faces in the given scene. When the big plane in the test scene is excluded from the rendering, the average area is almost zero (on the order of 1e-5). As a result of this extremely small average area, the X and Y dimensions were set to a very large number, causing a fatal memory allocation error. The present revision has introduced a hard upper limit to the dimensions of the grid data structure to avoid this kind of numerical instability. |
Revision d12a5d8 by Thomas Dinges May 18, 2013, 22:40 (GMT) |
Cycles: * Fix OSL compilation for scene_intersect(), when __Hair__ was disabled. |
Revision fa043d2 by Campbell Barton May 18, 2013, 19:18 (GMT) |
Optimizations for dyntopo - creating faces was unnecessarily checking if they already existed. - deleting a face did edge-lookups, when the edges are already available from the face-loops. |
Revision ef40cdc by Antonis Ryakiotakis May 18, 2013, 15:51 (GMT) |
Fix crash due to shared paint cursor function. It is necessary to check if we really are in sculpt mode context since the active object may be in sculpt mode while cursor is in the 2d paint editor. |
Revision 1c314aa by Antonis Ryakiotakis May 18, 2013, 15:24 (GMT) |
Fix for #35373, calling any paint operator from operator search menu with mouse crashes blender. Issue here is that paint operator invocation, immediately calls modal, which checks if event is the same as initialization event plus keyup. Since using the mouse on amenu calls the operator on mouse button up, the operator ended immediately and that cause immediate cleanup and crash, Worked around this by forbidding the operator to finish on first modal call (which is expected by all the asserts on invoke anyway). This prevents the crash but requires an extra up event to end. Also, ported part of Jason Wilkins' patch to stroke code to allow for stroke sampling to be done before a dab is first performed and as soon as the stroke begins |
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