Revision 45dc979 by Lukas Toenne October 17, 2012, 10:49 (GMT) |
Fix #32856, Crash in compositor due to deprecated node socket flag in old files. Bit flag 5 has apparently been used for another purpose in old versions, then deprecated and was actually removed from DNA (this should never be done), then later it got reused for SOCK_DYNAMIC. Now a one-time check to clean up these flags is done in do_versions. |
Revision 7061fa7 by Lukas Toenne October 17, 2012, 09:49 (GMT) |
Fix #32887, ParticleInstance: crash with hidden particle system + children. The issue here is that the particle instance modifier (pimd) accesses data from the linked particle system modifier (psmd). This data is only correctly generated when the psmd is enabled; here the design violates the modifier principle of providing valid object data (or rather DM) even when disabled. The solution in this case is to make a custom isDisabled check for the pimd to see if the psmd is enabled. This means the pimd won't work for disabled psmd, but doesn't crash. |
Revision 536d9fe by Campbell Barton October 17, 2012, 04:13 (GMT) |
code cleanup: - move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice) - move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators). - some some cmake includes as system-includes. |
Revision fa06aab by Campbell Barton October 17, 2012, 01:53 (GMT) |
code cleanup: add check spelling osl |
Revision aeda514 by Campbell Barton October 17, 2012, 01:47 (GMT) |
style cleanup: make OSL follow our C style convention. http://wiki.blender.org/index.php/Dev:Doc/CodeStyle |
Revision a1af012 by Thomas Dinges October 17, 2012, 00:28 (GMT) |
Cycles / OSL: * Add Light Falloff Node. |
Revision b4a83e1 by Thomas Dinges October 16, 2012, 22:42 (GMT) |
Cycles / OSL: * Ray Length is now available in OSL (via get_attribute) |
Revision c9fdf6e by Daniel Genrich October 16, 2012, 17:01 (GMT) |
Smoke: Animated collision objects do no longer block smoke. Smoke gets transfered velocity from moving collision object. Result: https://www.youtube.com/watch?v=KRtc8eAgaZA Part of my Blender Development Project Phase III, merged from Smoke2 branch WIP docs: http://wiki.blender.org/index.php/User:Genscher/Smoke_Development_Project_2012 |
Revision 12a8c19 by Campbell Barton October 16, 2012, 16:04 (GMT) |
un-subdivide bmesh operator, useful for making lower polygon versions of models, can give nicer results then edge collapsing which tends to give a lot of sharp triangles. works on edges and faces, has iteration option to further reduce the poly count. access from the edge menu, under subdivide. example: http://www.graphicall.org/ftp/ideasman42/bmesh_unsubdivide.png |
Revision 617cdb4 by Lukas Toenne October 16, 2012, 15:38 (GMT) |
Fix for second bug reported in #32846: Particle emitters are still shown for secondary instances with "show emitter" disabled. This requires checking the duplicator visibility on dupli objects themselves after generating the dupli-list. The emitter visibility option is messy design, it makes such checks unnecessarily complicated. A better approach would be to allow non-mesh objects to carry particle data, these objects would just be invisible anyway without having to care about extra settings. However, this conflicts with the simplistic particle design of "owner is the emitter" ... |
Revision 427a90d by Sergey Sharybin October 16, 2012, 15:20 (GMT) |
Color Management: texture baking should be correct when color management is disabled |
Revision 51fe26b by Sergey Sharybin October 16, 2012, 15:07 (GMT) |
Fix #32891: Bake to Texture didn't use color management flag properly |
Revision 66295d7 by Lukas Toenne October 16, 2012, 14:55 (GMT) |
Fix/workaround #32846, dupli group + particle instances gets messed up in Cycles viewport rendering. Caused by modifier updates during dupli-list generation. The dupli-list generation temporarily changes the ob->obmat matrix, which in turn leads to wrong particle states if used for reset. Skip the particle update if no timestep is performed or initialization required. Proper solution for this problem would be to avoid changing the object data (= particles) state altogether in modifiers, which are usually only writing to DM data and not touching the object or base mesh. This would require a well designed physics framework and integrating it into current particles is close to impossible. |
Revision eb771c7 by Campbell Barton October 16, 2012, 14:35 (GMT) |
fix for free NULL pointer in BM_vert_splice() and BM_iter_as_arrayN() failed with BM_VERTS_OF_MESH/BM_EDGES_OF_MESH/BM_FACES_OF_MESH. |
Revision 7680f88 by Brecht Van Lommel October 16, 2012, 13:20 (GMT) |
Fix object motion blur crash with lamp sampling(?), missed a check. Motion blur documentation is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles#Motion_Blur |
Revision 9be4c94 by Sergey Sharybin October 16, 2012, 11:57 (GMT) |
Cycles: non-camera viewport render border support This makes it possible to do a border render inside a viewport even when not looking through the camera. Render border could be defined by Ctrl-B shortcut (works for both camera render border and viewport render border). Camera render border could still be defined using Shift-B (so no muscule memory would be broken). Currently used a special flag of operator to do this, otherwise you'll need to either two operators with different poll callback or it could go into conflict with a border zoom, Border render of a viewport could be enabled/disabled in View panel using "Render Border" option. |
Revision af537c2 by Lukas Toenne October 16, 2012, 10:59 (GMT) |
Fix for (camera) motion blur changes in Cycles OSL. Compilation was broken due to changed object transform functions. Also added a few missing renderer service implementations for matrix callbacks. |
Revision 7521ce0 by Brecht Van Lommel October 16, 2012, 10:48 (GMT) |
Cycles: object motion blur enabled, so in addition to camera motion, moving objects in the scene will also cause motion blur. This change does come with a bit of a slow down to the CPU rendering kernel even with motion blur disabled, due to extra overhead in handling of object matrices. It's a few percentages on simpler scenes, not so noticeable on more complex ones. With motion blur enabled rendering is of course also slower as would be expected, though from testing especially GPU rendering handles it quite well. This does not support motion blur from deforming objects yet, only translation, scale and rotation. Deformation blur is probably for another release. |
Revision 0ee9f12 by Sergey Sharybin October 16, 2012, 10:29 (GMT) |
Fix #32819: Crash when starting CUDA kernel compilation if UI translation is not "Default" Issue was caused by some boost filesystem routines accessing current locale and such an access failed in cases code page isn't specified for the current locale. Made it so UTF-8 locale name would be tried to be used first. |
Revision aacdd76 by Campbell Barton October 16, 2012, 09:11 (GMT) |
fix for 2 cases BM_disk_dissolve() could fail/assert. - when there was a vertex with 2 boundary edges and one manifold edge (vert at the boundary between 2 quads) it could assert. - when there is a vertex with 2 boundary verts connected that both use the same face, it would do nothing. |
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