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Blender Git "id_override_static" branch commits.

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February 27, 2017, 08:58 (GMT)
Merge branch 'master' into id_override_static
February 23, 2017, 18:41 (GMT)
Merge branch 'master' into id_override_static
February 13, 2017, 13:57 (GMT)
Refactor writefile handling of data-blocks.

Instead of calling a function looping over whole list of a given ID
type, make whole loop over Main in parent function, and call functions
writing a single datablock at a time.

This design is more in line with all other places in Blender where we
handle whole content of Main (including readfile.c), and much more easy
to extend and add e.g. some generic processing of IDs before/after
writing, etc.

From user point, there should be no change at all, only difference is
that data-block types won't be saved in same order as before (.blend
file specs enforces no order here, so this is not an issue, but it could
bug some third party users using other, simplified .blend file reader
maybe).

Reviewers: sergey

Differential Revision: https://developer.blender.org/D2510
February 10, 2017, 08:23 (GMT)
Fix some crashes when ID would reference itself.

Typical case: bones having constraints targetting other bones from same
armature. ID swap needs remapping here.

Really have to find something better than regular ID copy + swap + relinking
for override operations, this is horribly inneficient, complicated
and... most likely a nest of bugs and worms.

(pretty sure e.g. we still can generate same pointers during writefile
with current code :( ).
February 9, 2017, 13:54 (GMT)
Merge branch 'master' into id_override_static
February 9, 2017, 13:51 (GMT)
Alembic: #undef'ed the correct macro

TEST_RET is not defined anywhere in Blender's sources, and LAYER_CMP
is no longer used after this function ends.
February 9, 2017, 13:51 (GMT)
Cycles: Fix compilation error on OpenCL
February 9, 2017, 13:51 (GMT)
Cycles: Implement record-all transparent shadow function for GPU

The idea is to record all possible transparent intersections when
shooting transparent ray on GPU (similar to what we were doing on
CPU already).

This avoids need of doing whole ray-to-scene intersections queries
for each intersection and speeds up a lot cases like transparent
hair in the cost of extra memory.

This commit is a base ground for now and this feature is kept
disabled for until some further tweaks.
February 9, 2017, 13:51 (GMT)
More tweaks to Normalisation options in Graph Editor

* Added a new dedicated icon for normalize
* Only use an icon for "Auto"
February 9, 2017, 13:51 (GMT)
Cycles: Solve speed regression by casting opaque ray first
February 9, 2017, 13:51 (GMT)
Fix T49249: Alembic export with multiple hair systems crash blender

Removed unnecessary call to DM_update_tessface_data(). This call is
already performed by DM_ensure_tessface(dm). The call being performed
twice caused a failing BLI_assert().

Reviewed by: K�vin Dietrich
February 9, 2017, 13:51 (GMT)
Alembic export: avoid infinite loops trying to find parent objects.

Also added some assertions for debugging purposes

Reviewed by: K�vin Dietrich
February 9, 2017, 13:51 (GMT)
Cycles: Speedup transparent shadows on CUDA

This commit enables record-all behavior of transparent shadows
rays.

Render times difference goes as following:

GTX 1080 render time
BMW -0.5%
Fishy Cat -0.0%
Pabellon Barcelona -11.6%
Classroom +1.2%
Koro -58.6%

Kernel will now use some extra VRAM memory to store the intersection
array (200MB on my configuration). This we can optimize out with some
further commits.
February 9, 2017, 13:51 (GMT)
Alembic export: only create transform writer if the object should be exported

Reviewed by: K�vin Dietrich
February 9, 2017, 13:51 (GMT)
Cycles: Use an utility function to sort intersections array
February 9, 2017, 13:51 (GMT)
Graph Editor: Replace Normalise/Auto checkboxes with toggle buttons

These take less space, fit in better with rest of the UI, and make their relationship clearer
February 9, 2017, 13:51 (GMT)
Cycles: Fix regression with transparent shadows in volume
February 9, 2017, 13:51 (GMT)
Cycles: De-duplicate transparent shadows attenuation

Fair amount of code was duplicated for CPU and GPU, now we are
using inlined function to avoid such duplication.
February 9, 2017, 13:51 (GMT)
Cycles: Split shadow functions to avoid some duplicated calculations
February 9, 2017, 13:51 (GMT)
Alembic: Use getXForm() in check, because it's used in rest of the function too

This makes the code within the function consistent.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021