Revision 8ae89f4 by Campbell Barton August 7, 2012, 09:20 (GMT) |
speedup to inpaint node in my tests was about ~30% for an optimized build. also replace MIN/MAX2 with inline functions in transform. |
Revision 924ba23 by Sergey Sharybin August 7, 2012, 07:59 (GMT) |
Revision cfe7bab by Lukas Toenne August 6, 2012, 20:48 (GMT) |
Fix for drawing arrows on node lines between two reroute nodes. This was a typo in r48762 which inverted the arrow scale. |
Revision 62c8772 by Campbell Barton August 6, 2012, 19:37 (GMT) |
svn merge ^/trunk/blender -r49628:49634 |
Revision 6498c05 by Campbell Barton August 6, 2012, 19:31 (GMT) |
remove unused mask pointer |
Revision d5b9ae5 by Campbell Barton August 6, 2012, 19:28 (GMT) |
Switching images in the image space would modify UV coordinates. This is an intended feature but works too unreliably. - This setting was stored in each face and only editable by re-running the unwrap, this is too hidden (only discovered this by reading code). - This worked with blender internal but not with cycles, such basic options as changing an image shouldn't behave different depending on the render engine selected. I've ifdef'd out the aspect correction for now, it could be added back as a per scene option and be made to run on both cycles or blender internal but for now I prefer to keep this disabled. |
Revision 43c3fa6 by Bastien Montagne August 6, 2012, 19:19 (GMT) |
Adding "inpaint" as allowed words... |
Revision 723e52f by Lukas Toenne August 6, 2012, 19:11 (GMT) |
Tile fix: Use the validity flag in node links directly instead of the indirect node level check for cyclic links to avoid crash in cases of invalid links, which can be created in some situations (reroute nodes). The link flag may have been set by additional constraints. It is much simpler to use and avoids the redundant check. |
Revision f961afe by Lukas Toenne August 6, 2012, 18:49 (GMT) |
Fix for incomplete Reroute node updates. Adding reroute nodes by spliting links would often result in unrelated color sockets or otherwise miss updates. The reason is that the per-node updates used for Reroute node type inheritance are not supposed to be looking at connected nodes, they are purely for "local" updates. For this sort of "global" update which requires depth-first search, the update function on the node tree level must be used instead. |
Revision 8673641 by Sergey Sharybin August 6, 2012, 17:07 (GMT) |
Revision e276a7c by Lukas Toenne August 6, 2012, 16:25 (GMT) |
Fix for Reroute nodes: Reloading could change socket types without updating the socket data structs, leading to crash. This is caused by the node verification procedure, which resets any socket type to the initial type defined in the socket templates. Adding sockets dynamically without templates solves this (the sockets are then ignored by verification). |
Revision db6c4ba by Campbell Barton August 6, 2012, 16:07 (GMT) |
bring back the play option from 2.4x |
Revision 48b5933 by Campbell Barton August 6, 2012, 15:59 (GMT) |
missed this when merging inpaint |
Revision cc1af6b by Campbell Barton August 6, 2012, 15:54 (GMT) |
fix for memory leak playing animations. |
Revision 24fc028 by Sergey Sharybin August 6, 2012, 15:22 (GMT) |
Revision a334b5a by Sergey Sharybin August 6, 2012, 15:20 (GMT) |
Made feather self-intersection check an option. Useful in cases when masking stuff like self-intersecting ropes. This could probably be smarter option, but can't currently think about robust approach here. |
Revision fd666b2 by Campbell Barton August 6, 2012, 14:29 (GMT) |
fix for bge module imports so you can do for eg: import bge.render as render |
Revision e2203d5 by Campbell Barton August 6, 2012, 14:02 (GMT) |
svn merge ^/trunk/blender -r49601:49620 |
Revision 385c38f by Campbell Barton August 6, 2012, 13:59 (GMT) |
misc small edits syncing with trunk |
Revision b282b52 by Sergey Sharybin August 6, 2012, 13:53 (GMT) |
Mask feather self-intersection check Enable self-intersection check for preview. In own tests average time for this operation on mango files was ~0.0015sec, and it was like 20 splines max which still gives pretty smooth performance on my core quad machine. Would think let's check how it works for now, if it'll give some issues here, would just avoid tessellation on every redraw by storing tessellation in some cache (probably in mask user). Another change is related on a way which loop to collapse. Changed length check with AABB size check. A bit slower but should be a bit more predictable. |
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