Blender Git Commits

Blender Git "master" branch commits.

Page: 3550 / 5574

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.
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
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
July 3, 2012, 09:02 (GMT)
Style edit (mostly), use """ for docstrings (not ''').

Should also fix the broken py ops tips...
July 3, 2012, 08:54 (GMT)
Check for nullpointers.
The ID of group nodes are not always filled.
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.
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.
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!
July 3, 2012, 00:02 (GMT)
Merged changes in the trunk up to revision 48505.
July 2, 2012, 23:01 (GMT)
basic events quit and resize window now work
text draws again.
July 2, 2012, 21:49 (GMT)
Fix for Stroke::Resample() in combination with the previous commit.
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.
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.
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')
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).
July 2, 2012, 17:15 (GMT)
enable playing with blenders internal anim player again.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021