Revision f526c8d by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 13:42 (GMT) |
rename Stack.empty to Stack.is_empty |
January 4, 2020, 13:33 (GMT) |
Industry Compat keymap: Support the recently added Drag option This also simplifies the keymap a lot, since I can now remove a lot of hacky exceptions to make box select work with the gizmo-tools. |
January 4, 2020, 13:26 (GMT) |
Industry Compat keymap: Support 1-3 keys in the UV Editor when Sync Selection is enabled This also makes it possible to hold Shift to enable multiple selection modes in Edit Mode |
Revision d95b52f by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 13:25 (GMT) |
cleanup link insertion |
Revision 6b9e7dc by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:59 (GMT) |
simplify conversion insertion |
Revision bc48280 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:42 (GMT) |
refactor: extract methods |
Revision 7a931de by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:37 (GMT) |
simplify names |
Revision b7f6be1 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:27 (GMT) |
simplify names |
Revision 9c20241 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:26 (GMT) |
simplify names |
Revision b2fb025 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:24 (GMT) |
rename FunctionNodeTree to FunctionTree |
Revision 5e49e3d by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:23 (GMT) |
move code into sub namespace |
Revision 5bbc1b2 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 4, 2020, 12:17 (GMT) |
refactor: initial removal of FunctionTreeMFNetworkBuilder |
January 4, 2020, 11:36 (GMT) |
BLI_bvhtree_overlap does not work multithreaded `BLI_task_parallel_range` counts the number of tasks depending on the number of items. In the case of `BLI_bvhtree_overlap` the number of items is always between 2 and 16, which makes it always run in single thread. So, set the maximum number of items per thread to 1. In my tests the cloth collision system (which calls that function) went from 0.80fps to 0.88fps. Differential Revision: https://developer.blender.org/D6523 |
January 4, 2020, 11:34 (GMT) |
BLI_bvhtree_overlap: Don't use BLI_task API when not needed No functional change. |
January 4, 2020, 07:46 (GMT) |
Merge branch 'greasepencil-object' into greasepencil-refactor |
January 4, 2020, 07:46 (GMT) |
Merge branch 'master' into greasepencil-object |
January 4, 2020, 03:34 (GMT) |
BLI_bvhtree_overlap: Fix wrong count of child nodes As you can see, here is testing the "children" of `node1`. So bvhtree is `tree1`. This problem has never been observed because usually `tree_type` of `tree1` equals `tree_type` of `tree2`. |
January 4, 2020, 02:06 (GMT) |
BLI_bvhtree_overlap: Make sure the number of nodes matches the number of threads |
January 4, 2020, 01:54 (GMT) |
Edit Mesh: Multithread support for Auto Merge & Split Also collapsed edges are no longer used in the overlap test. This greatly improves peformanse for cases where the distance tested is relatively large. |
January 4, 2020, 01:48 (GMT) |
BLI_bvhtree_overlap: Improve non-multithreaded usage Although not using multithreading, the `thread` parameter in the `BVHTree_OverlapCallback` callback always returned a value between the "number of threads". This parameter should always be 0 in such cases. Also a `BLI_Stack` was created for each "thread" and used. This small overhead is no longer seen. Differential Revision: https://developer.blender.org/D6510 |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021