Revision c8e0f99 by Brecht Van Lommel February 5, 2013, 15:58 (GMT) |
Fix cycles missing AA/alpha settings for OpenGL render, these are now in the film panel. |
Revision 9157f8f by Sergey Sharybin February 5, 2013, 15:52 (GMT) |
Apparently my system here considers fullscreen window as maximized which makes it impossible to toggle from fullscreen to windowed mode when startup.blend is saved in fullscreen mode. Reshuffled checks a bit, which is actually makes sense, will investigate which change caused regression since 2.65a tomorrow. |
Revision 87a0f09 by Sergey Sharybin February 5, 2013, 15:30 (GMT) |
Didn't notice this panel was already enabled for Cycles |
Revision 0983e9c by Sergey Sharybin February 5, 2013, 15:22 (GMT) |
Add missing Custom Properties panels when Cycles render is active |
Revision 2fc46ef by Thomas Dinges February 5, 2013, 15:01 (GMT) |
Compositor: * Bump BLENDER_SUBVERSION to "10", to reflect changes in r54304. (Compositor Translate Node) |
Revision adf9dff by Campbell Barton February 5, 2013, 14:38 (GMT) |
set drag/drop operators as 'INTERNAL', there not useful to access from operator search. |
Revision ef457d5 by Campbell Barton February 5, 2013, 14:33 (GMT) |
fix [#34118] Crash, when clicking "Assign image to UV Map" |
Revision 25cbd13 by Sergey Sharybin February 5, 2013, 14:27 (GMT) |
Workaround for deadlock in face/hole merge function in carve which could happen in cases of degenerated faces. |
Revision 4c3d5a4 by Campbell Barton February 5, 2013, 14:25 (GMT) |
add RNA_define_animate_sdna() so animation can be easily disabled when defining many properties - currently use to disable animating brushes and toolsettings. |
Revision fa671fd by Sergey Sharybin February 5, 2013, 14:16 (GMT) |
Fix #34041: rendered view + border Issue was caused by rare cases when camera move happens just after last sample was finished, this would lead to missing delay reset because render cycle will go to pause_cond.wait(). No reset will happen at this point because of some kind of optimization which checks whether camera is tagged for update and wouldn't do reset in this case. Talked to Brecht and seems this optimization is not actually needed and removing it will solve issue with frozen preview. |
Revision 1ca0d66 by Brecht Van Lommel February 5, 2013, 13:33 (GMT) |
Fix particle child render resolution access not working outside of the render thread, and rename ToggleRender to set_resolution to follow RNA conventions. |
Revision 7ecc9cf by Brecht Van Lommel February 5, 2013, 13:33 (GMT) |
Fix non-progressive lamps with multiple samples not giving correct intensity after recent fix. |
Revision dd83387 by Bastien Montagne February 5, 2013, 13:31 (GMT) |
And one more "G.main" compile fix, this time for BGE ;) |
Revision dad053a by Thomas Dinges February 5, 2013, 13:16 (GMT) |
* One more fix for Collada. |
Revision 48cfe61 by Sergey Sharybin February 5, 2013, 13:10 (GMT) |
Tracking settings for new clip didn't match default reset |
Revision 9d02ac4 by Sergey Sharybin February 5, 2013, 13:04 (GMT) |
Attempt to fix collada compilation after recent commit I don't have recent collada compiled here atm, so perhaps there're more issues here. |
Revision fdfa591 by Sergey Sharybin February 5, 2013, 12:46 (GMT) |
Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes Issue was caused by couple of circumstances: - Normal Map node requires tesselated faces to compute tangent space - All temporary meshes needed for Cycles export were adding to G.main - Undo pushes would temporary set meshes tessfaces to NULL - Moving node will cause undo push and tree re-evaluate fr preview All this leads to threading conflict between preview render and undo system. Solved it in way that all temporary meshes are adding to that exact Main which was passed to Cycles via BlendData. This required couple of mechanic changes like adding extra parameter to *_add() functions and adding some *_ex() functions to make it possible RNA adds objects to Main passed to new() RNA function. This was tricky to pass Main to RNA function and IMO that's not so nice to pass main to function, so ended up with such decision: - Object.to_mesh() will add temp mesh to G.main - Added Main.meshes.new_from_object() which does the same as to_mesh, but adds temporary mesh to specified Main. So now all temporary meshes needed for preview render would be added to preview_main which does not conflict with undo pushes. Viewport render shall not be an issue because object sync happens from main thread in this case. It could be some issues with final render, but that's not so much likely to happen, so shall be fine. Thanks to Brecht for review! |
Revision e7cead0 by Campbell Barton February 5, 2013, 11:30 (GMT) |
own recent change to triangulate bmesh operator stopped filling in mapping slot 'face_map.out', not used by blender its self but useful for scripts, enable this again. |
Revision 9ddf928 by Campbell Barton February 5, 2013, 09:42 (GMT) |
remove stringify macro from alloc's |
Revision 791e38a by Campbell Barton February 5, 2013, 08:16 (GMT) |
fix [#34105] bake artifacts different threads could allocate the mask buffer and overwrite the same pointer, regression since 2.65 |
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