Revision 5c70c29 by Sergey Sharybin July 3, 2012, 10:56 (GMT) |
Tomato: improved cache management for movie clips Replace pseudo-LRU approach of determining which buffer to remove when running out of space allowed for cache with approach which would remove the frame which is most far away from newly added frame. This is still a bit tricky because it's impossible to distinguish which frame to delete in situation of: CCCC...CC ^ it's either user wants to extend left segment of cached frames and buffers from right segment should be removed or he wants to join this two segments and in that case buffers from right segment should be removed. Would need a bit more investigation which situation is more common in general usecase. |
Revision 314a275 by Campbell Barton July 3, 2012, 10:32 (GMT) |
fix (actually nasty workaround), for groups incorrectly drawing in the object panel when the blend file has naming collisions with library data. also minor style cleanup in bpy_rna.c |
Revision 2f5735a by Jeroen Bakker July 3, 2012, 09:05 (GMT) |
Optimized the area of interest of the lensdistortion node. This will have faster feedback to the user, as lensdistortion is mostly a node that is located at the end of a composite |
Revision 63810ff by Bastien Montagne July 3, 2012, 09:02 (GMT) |
Style edit (mostly), use """ for docstrings (not '''). Should also fix the broken py ops tips... |
Revision a0a4c54 by Jeroen Bakker July 3, 2012, 08:54 (GMT) |
Check for nullpointers. The ID of group nodes are not always filled. |
Revision 55027b8 by Campbell Barton July 3, 2012, 08:16 (GMT) |
fix for memory leak in BKE_mesh_ensure_navmesh(), it would add 2 navmesh layers, once referencing the other. |
Revision ff9a4e4 by Campbell Barton July 3, 2012, 06:45 (GMT) |
fix for smoke writing uninitialized values to pointcache, not a big deal since they are ignored on reading. |
Revision 6a2a424 by Joshua Leung July 3, 2012, 05:46 (GMT) |
Bugfix: Fix crashes with empty material slots |
Revision d58cb1b by Joshua Leung July 3, 2012, 05:30 (GMT) |
Followup for r.48515 * Removed material driver creation hack. However, the textures one remains, as texture eval isn't ready yet * Shuffled some code |
Revision c960d16 by Joshua Leung July 3, 2012, 05:11 (GMT) |
Bugfix [#31834] Cycles materials cannot be manipulated using drivers Until now, there was never any code for making drivers on materials get recalculated when their dependencies were changed. However, since changing material colors with drivers is something that is quite common, a workaround was introduced to ensure that materials could still be driven (albeit with the relevant drivers rooted at object level). This worked well enough so far with traditional materials - though it was sometimes clunky and confusing for some users - and would have been ok to tide us over until the depsgraph refactor. The introduction of Cycles changed this, as it has in many other ways. Now that people use Cycles to render, they'll need to drive the material colors through the nested nodetree (and other things nested deeply within that). However, this is much more difficult to generate hacks to create the relevant paths needed to work around the problem. == This Commit... == * Adds a recursive driver calculation step to the BKE_object_handle_update() (which gets called whenever the depsgraph has finished tagging object datablocks for updates), which goes through calculating the drivers attached to the object (and the materials/nodetrees attached to that). This case gets handled everytime the object is tagged as needing updates to its "data" (OB_RECALC_DATA) * When building the depsgraph, every dependency that the drivers there have are treated as if they were attached to object.data instead. This should trick the depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the expense perhaps of modifiers getting recalculated again. == Todo == * The old workarounds noted are still in place (will be commented out in the next commit). This fix renders at least the material case redundant, although the textures case still needs a bit more work. * Check on whether similar hacks can be done for other datablock combinations * So far, only simple test cases have been tested. There is probably some performance penalty for heavy setups still (due to need to traverse down all parts of material/node hierarchy to find things that need updates). If there really is a problem here, we could try introducing some tags to limit this traversal (which get added at depsgraph build time). <--- USER TESTING NEEDED!!! |
Revision f977da4 by Joshua Leung July 3, 2012, 01:15 (GMT) |
Bugfix [#31976] Bone Group Custom color set is not respected when creating an Action Custom color set colors were not getting copied over when creating new action groups. Instead, a "default set" was initialised for use instead. |
Revision 4aa43a0 by Bastien Montagne July 3, 2012, 01:11 (GMT) |
Nice update to xgettext replacement, now finds 608 strings, think this covers all cases... Will run a complete test case tomorrow, regexes killed me this evening! |
Revision 98a7ca6 by Tamito Kajiyama July 3, 2012, 00:02 (GMT) |
Merged changes in the trunk up to revision 48505. |
Revision 5593100 by Campbell Barton July 2, 2012, 23:01 (GMT) |
basic events quit and resize window now work text draws again. |
Revision 4e39a85 by Tamito Kajiyama July 2, 2012, 21:49 (GMT) |
Fix for Stroke::Resample() in combination with the previous commit. |
Revision 6b2c3ed by Tamito Kajiyama July 2, 2012, 21:38 (GMT) |
Fix for an inappropriate removal of singular points in stroke creation. The previous stroke creation procedure was trying to clean stroke topology by removing overlapping stroke vertices in the same 2D location. The idea was to avoid having to address this kind of singularity during subsequent stroke shading. In-depth analyses revealed, however, that this was a wrong way to ensure clean stroke topology, since just deleting overlapping vertices may break the continuity of the underlying series of FEdges on top of which the stroke has been built. Such a break of linked FEdges was a major cause of frequent failure in CurvePoint::getFEdge(). The present commit aims to address the singularity issue by adding small offsets to the 2D location of overlapping vertices and making them non-overlapping to each other. Since the offsets only result in sub-pixel differences, the impact on visual outcomes is expected to be negligible. |
Revision e0c7c4f by Sergey Sharybin July 2, 2012, 20:38 (GMT) |
Tomato: enable color management by default for Windows This commit enables color management stuff when building on Windows using MSVC 2008 compiler. This required some fixes to both CMake and SCons configurations which were tested for 64bit target. Tests of 32bit target would be welcome. Also solved compilation error caused by recently added anim player. Not sure how to test this, but it shall at least compile on Windows now. Didn't test MinGW compilation at all yet, could still be buggy. |
Revision 2ed69a9 by Campbell Barton July 2, 2012, 20:28 (GMT) |
add bmesh/python operator support for vector and matrix args. also rename BMO_OP_SLOT_PNT to BMO_OP_SLOT_PTR (matches RNA and sounds less like 'point') |
Revision 2d8a9a0 by Bastien Montagne July 2, 2012, 19:51 (GMT) |
Adding (moving from bf-translation) the i18n python module. This will make it available for future "UI Translation" addon, and probably other UI-related tools as well. Notes: * This is a somewhat reworked version of what is currently in bf-translation's trunk/po/tools, not yet fully functionnal (well, 95% is ;) ) nor fully tested. ultimately, it will replace it (being "svn-linked" in bf-translation). * Added feature: more complete/strict tests (yet some work to be done here). * Added spell checking (huge spellcheck commit incomming...). * Trying to get rid of xgettext itself (should e.g. allow us to use #defines as contexts, among other things...). But currently captures less strings, work needed here too. Please note this includes libfribidi.dll, as it is hard to find it for windows (unixes should have no problems here). |
Revision 8d38443 by Campbell Barton July 2, 2012, 17:15 (GMT) |
enable playing with blenders internal anim player again. |
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