May 2, 2016, 12:31 (GMT) |
Merge branch 'master' into asset-engine |
Revision dd63b84 by Bastien Montagne (asset-engine, asset-engine--archived, asset-experiments, id-remap) May 2, 2016, 12:28 (GMT) |
Merge branch 'master' into id-remap |
May 2, 2016, 10:23 (GMT) |
Cycles: Solve crashes and wrong hair rendering with transparent shadows |
May 2, 2016, 09:21 (GMT) |
cleaned up manta api and script |
May 2, 2016, 09:06 (GMT) |
Merge branch 'master' into cycles_hair_bvh |
April 29, 2016, 16:33 (GMT) |
Cycles: Initial implementation of QBVH traversal for unaligned nodes Implements both QBVH packing and traversal on SSE2+ processors. With a test render scene render time goes from 93sec (in master) down to 55sec. Kind of impressive, let's hope it's not because some bug and that we can keep such a nice speedup. Also finished some non-SIMD binary BVH code. On a test scene got about 20% of speedup comparing to 2.77a. Well, let's verify everything, finish some remaining TODOs and make the branch ready for master. |
April 29, 2016, 16:17 (GMT) |
Add a scale parameter to the importer and exporter. |
April 29, 2016, 15:49 (GMT) |
Small cleanup. |
April 29, 2016, 15:37 (GMT) |
Avoid using a filepath property for Alembic object paths properties. |
April 29, 2016, 15:17 (GMT) |
Merge branch 'master' into alembic_basic_io |
April 29, 2016, 10:33 (GMT) |
Cycles: Bring child visibility check It is slower for simple cases, but could be faster in cases like complex ray visibility settings. Need some investigation about how to do visiblity check without time penalty. |
April 29, 2016, 08:55 (GMT) |
Merge branch 'master' into cycles_hair_bvh |
April 28, 2016, 21:15 (GMT) |
More WIP code for actual assets reload. Nothing working yet, need to solve some issue with rootpath actually... |
April 28, 2016, 20:40 (GMT) |
Merge branch 'asset-engine' into asset-experiments |
April 28, 2016, 20:39 (GMT) |
Refactor load_pre helper to work from both DirEntries and uuids... |
April 28, 2016, 19:44 (GMT) |
WIP (mostly empty for now) code to actually reload assets reported as needing it by update_check. |
April 28, 2016, 19:34 (GMT) |
Merge branch 'asset-engine' into asset-experiments |
April 28, 2016, 19:32 (GMT) |
Cleanup: get rid of blocking asset update_check code. |
April 28, 2016, 19:30 (GMT) |
Some refactor in asset update_check code. Fetching assets' uuids by engines is now in own func (will be used by update op itself too). Also, each AssetRef has only *one* asset ID, the first one, avoids us a useless loop! And early out of update_check op in case we have no asset in current Main, no need to start job in this case. |
April 28, 2016, 17:30 (GMT) |
Allow building without OpenSubdiv This makes cycles subdivision code respect build options, disabling OSD code paths when desired. Since Catmull-Clark subdivision requires OSD this subdivision type is unavailable with OSD disabled and linear subdivision will be used as a fallback. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021