Revision c241d79 by Sergey Sharybin November 30, 2017, 14:03 (GMT) |
Transform: Use single flag with more meaningful name to prevent snapping to a dependent object The idea of this flag was to prevent snapping onto an object which depends on currently modifying ones. Using single flag makes more sense here, and also makes it possible to replace some ob->recalc based magic with depsgraph query to set those flags. |
Revision 47a4a7c by Sergey Sharybin November 30, 2017, 13:52 (GMT) |
Transform: Remove some legacy code about snapping in particle edit mode It looks stupid to first force some flag being set and then have workaround to ignore that flag in snapping code. Let's just not set the flag in the first place. The only useful situation where such snapping was usable is to move roots of disconnected hair, which still works just fine. However, there might be some other hidden corner case where this workaround was needed. |
Revision 79bbbf7 by Dalai Felinto November 30, 2017, 13:08 (GMT) |
Fix memory leak when single_obdata_users() fails to copy datablock |
Revision ba17d53 by Dalai Felinto November 30, 2017, 13:08 (GMT) |
Fix lightprobe single user not working |
Revision edef559 by Sergey Sharybin November 30, 2017, 12:42 (GMT) |
Depsgraph: Fix crash on playback of animated objects when CoW is enabled We should keep base_flags after CoW object datablock was updated. Not entirely happy with current solution, but it fixes crash and allows us to run tests again. More proper solution would be to make CoW operation a per-component thingie, which will only update corresponding parts. |
Revision 33d2535 by Dalai Felinto November 30, 2017, 12:08 (GMT) |
Layer: Copy layer collection properties when doing a full copy of scene |
Revision 69a7ece by Sergey Sharybin November 30, 2017, 11:36 (GMT) |
Depsgraph: Fix wrong remapping of compositor node tree when CoW is enabled |
Revision c601ef7 by Sergey Sharybin November 30, 2017, 11:36 (GMT) |
Depsgraph: Fix missing objects in viewport when CoW is enabled Remapping of pointers did not work properly, since it had no pointers yet to remap base->object to a CoW object. |
Revision 1c5c374 by Sergey Sharybin November 30, 2017, 11:36 (GMT) |
Depsgraph: Make sure we pass proper base to object builder |
Revision 60d6cc8 by Sergey Sharybin November 30, 2017, 11:36 (GMT) |
Depsgraph: Make a note about why is it OK to pass original base in relations builder |
Revision 83cc730 by Sergey Sharybin November 30, 2017, 11:36 (GMT) |
Depsgraph: Properly pass flags when COW is not used |
Revision d0ed6df by Sergey Sharybin November 30, 2017, 11:36 (GMT) |
Depsgraph: Cleanup spelling |
Revision 2296b97 by Dalai Felinto November 30, 2017, 11:23 (GMT) |
Depsgraph: Tag all id_types on_visible_update We need all id nodes to be evaluated at least once when opening a file. This is particuarly required for the upcoming group collection patch. |
Revision ced2f3f by Sergey Sharybin November 30, 2017, 10:59 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 059b878 by Sergey Sharybin November 30, 2017, 10:57 (GMT) |
Depsgraph: More full explanation for previous commit |
Revision 4b9b9db by Dalai Felinto November 30, 2017, 10:53 (GMT) |
Depsgraph: Fix DEG_id_type_tag comment |
Revision 03a5ecc by Campbell Barton November 30, 2017, 07:22 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 28d2148 by Campbell Barton November 30, 2017, 06:54 (GMT) |
Revision fa3d50a by Lukas Stockner November 30, 2017, 06:37 (GMT) |
Cycles: Improve denoising speed on GPUs with small tile sizes Previously, the NLM kernels would be launched once per offset with one thread per pixel. However, with the smaller tile sizes that are now feasible, there wasn't enough work to fully occupy GPUs which results in a significant slowdown. Therefore, the kernels are now launched in a single call that handles all offsets at once. This has two downsides: Memory accesses to accumulating buffers are now atomic, and more importantly, the temporary memory now has to be allocated for every shift at once, increasing the required memory. On the other hand, of course, the smaller tiles significantly reduce the size of the memory. The main bottleneck right now is the construction of the transformation - there is nothing to be parallelized there, one thread per pixel is the maximum. I tried to parallelize the SVD implementation by storing the matrix in shared memory and launching one block per pixel, but that wasn't really going anywhere. To make the new code somewhat readable, the handling of rectangular regions was cleaned up a bit and commented, it should be easier to understand what's going on now. Also, some variables have been renamed to make the difference between buffer width and stride more apparent, in addition to some general style cleanup. |
Revision df7b9fa by Campbell Barton November 30, 2017, 05:58 (GMT) |
Fix T53410: 3D Text always recalculated |
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