Blender Git Loki

Kaikki Blender Git kommitit.

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February 6, 2017, 13:47 (GMT)
Use hash instead of linear lookup in armature deform

This avoids calling linear lookup 100s of time when dealing with
real-life character.

Still some tweaks possible.
February 6, 2017, 13:21 (GMT)
Multi-thread displace modifier

The title says it all actually. Use BLI task to loop over vertices
and distort their locations. Gives 2x FPS increase in a file with
just time-dependent displace modifier on my desktop.
February 6, 2017, 13:06 (GMT)
OpenGL immediate mode: interface_draw.c
February 6, 2017, 11:43 (GMT)
Immediate mode: edit_curve_paint 1/2

Part of T49043
February 6, 2017, 11:37 (GMT)
Displace modifier: Use special version of texture sampling

This version will give less spin locks and now well-tested by render engines.

This should reduce amount of threading overhead when having multiple objects
with displace modifier enabled.

In the future this will also help us threading the modifier.

There are more modifiers which could benefit from this, but let's first
investigate the new behavior with one of them.
February 6, 2017, 11:26 (GMT)
Minor cleanup (comments mostly).
February 6, 2017, 11:23 (GMT)
Add special texture sampling function which takes image pool argument

Using image pool will reduce number of thread locks when acquiring image.
Useful when it's needed to sample texture fewzillion times a second.
February 6, 2017, 10:35 (GMT)
Merge remote-tracking branch 'origin/blender2.8' into render-layers
February 6, 2017, 10:32 (GMT)
Merge branch 'master' into cycles_disney_brdf
February 6, 2017, 10:30 (GMT)
Fixed the broken GLSL shader and implemented the Disney BRDF in the
real-time view port.
February 6, 2017, 10:18 (GMT)
Fix memory leak when building without audaspace
February 6, 2017, 09:49 (GMT)
Another fixup for rB6cdb3845 (Added collection props getter/setter)

Values were getting clamped
February 6, 2017, 09:44 (GMT)
C++ conformance fixes (MSVC /permissive-)

We (the Microsoft C++ team) use the Blender project as part of our "Real world code" tests.
I noticed a place in WIN32 specific code (dvpapi.cpp:85) where a string literal is losing
its const-ness when being passed to BLI_dynlib_open(). This is not permitted when using the
/permissive- conformance compiler switch (see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/)

My suggested fix is to add const and propagate it where needed. Another possible fix would be
to explicitly cast away the const.

Reviewers: mont29, sergey, LazyDodo

Subscribers: Blendify, sergey, mont29, LazyDodo

Tags: #platform:_windows

Differential Revision: https://developer.blender.org/D2495
February 6, 2017, 04:01 (GMT)
fix T50602: Avoid crash when executing `transform_snap_context_project_view3d_mixed` with `dist_px` NULL
February 6, 2017, 03:23 (GMT)
icon
February 5, 2017, 17:22 (GMT)
Initial commit to use uiTable API for collections editor

Does nothing but drawing a single column for collection name, but it
shows that the API works ;)
February 5, 2017, 16:47 (GMT)
Merge branch 'uiTable' into temp-layers-ui-table
February 5, 2017, 16:25 (GMT)
Cleanup: Add assert, remove unused variable
February 5, 2017, 16:24 (GMT)
fix, keep bake until convert to keyframe has been finished, and delete then

Deleting the bake after changing the rigidbody count still is necessary, else the shard order and the mesh appearance of fracture modifier objects will be messed up.
Furthermore, decreased the convert to keyframe default threshold from 0.05 to 0.005, reconverting by re-using
the operator again still is somewhat broken
February 5, 2017, 15:43 (GMT)
Initial implementation of a uiTable API

This adds an initial (and already working), generic API for defining, handling and drawing of table UIs.

It supports two types of tables:
* Vertical flow: Rows are all in a vertical stack.
* Horizontal flow: Rows are stacked vertically, until some threshold height is reached. The table is then split into another vertical stack that is drawn next to the former one. Such drawing could be used for the file browser in non-thumbnail mode.

A table is built out of - guess what - rows and columns. The API allows defining new collumns (identified by an id-name) and inserting new rows at any point. When drawing, we draw a cell for each column/row combination, using a custom cell-drawing callback.
The uiTable API will probably get some support for drawing buttons (uiBut) into custom layouts (uiLayout).

The API is written with big data sets in mind. In future we may get a spreadsheet view where data like all vertices of a mesh is displayed. That would result in thousands of rows, the uiTable API should be ready for this.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021