Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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August 25, 2017, 15:46 (GMT)
Cycles: Mark pixels with negative values as outliers

If a pixel has negative components, something already went wrong, so the best option is to just ignore it.

Should be good for 2.79.
August 25, 2017, 14:16 (GMT)
Fix T52481: After making all local, local proxies of linked data get broken after file save and reload.

Issue was nasty hidden one, the dual status (mix of local and linked)
of proxies striking again.

Here, remapping process was considering obdata pointer of proxies as
indirect usage, hence clearing the 'LIB_TAG_EXTERN' of obdata pointer.
That would make savetoblend code not store any 'lib placeholder' for
obdata data-block, which was hence lost on next file read.

Another (probably better) solution here would be to actually consider
obdata of proxies are fully indirect usage, and simply reassign proxies
from their linked object's obdata on file read...

However, that change shall be safer for now, probably good for 2.79 too.
August 25, 2017, 13:40 (GMT)
Revert "material Glsl: Fix tangent with new orco."

This reverts commit 3888227a7bfdb6b3867680ea237152d2929e1bc5.

This "Fix" was made while ORCO was broken. Now that orco itself is fixed
this is no longer required, otherwise Tangent node produces different
results in Cycles and Eevee.
August 25, 2017, 12:54 (GMT)
Another optimization of tangent space calculation

Don't use quick sort for small arrays, bubble sort works way faster for small
arrays due to cache coherency. This is what qsort() from libc is doing actually.
We can also experiment unrolling some extra small arrays, for example 3 and 4
element arrays.

This reduces tangent space calculation for dragon from 3.1sec to 2.9sec.
August 25, 2017, 12:50 (GMT)
Cleanup: missing break (harmless for now)
August 25, 2017, 12:50 (GMT)
Optimize tangent space calculation by inlining functions

Brings tangent space calculation from 4.6sec to 3.1sec for dragon model in BI.
Cycles is also somewhat faster, but it has other bottlenecks.

Funny thing, using simple `static inline` already gives a lot of speedup here.
That's just answering question whether it's OK to leave decision on what to
inline up to a compiler..
August 25, 2017, 12:27 (GMT)
Cycles: Add utility function to query current value of scoped timer
August 25, 2017, 12:27 (GMT)
Cycles: Correct logging of sued CPU intrisics
August 25, 2017, 12:27 (GMT)
Cycles: Fix stack overflow during traversal caused by floating overflow

Would be nice to be able to catch this with assert as well, will see what would
be the best way to do this/.

Need to verify with Mai that this solves crash for her and maybe consider
porting this to 2.79.
August 25, 2017, 12:22 (GMT)
Fix T52528: generated texture mismatch between Cycles and Eevee

Finally orco should be working 100% on Eevee now. Thanks for Sergey
Sharybin for reporting this.
August 25, 2017, 12:22 (GMT)
Revert "Eevee: Fix generated coordinates when no texture coordinates connected"

This reverts commit 0e29a97813d2a2df77afe64d49d1683687ed37ab.
August 25, 2017, 12:22 (GMT)
Fix ORCO never used for draw manager (Eevee)

Related to T52528.
August 25, 2017, 12:22 (GMT)
Merge branch 'master' into blender2.8
August 25, 2017, 12:08 (GMT)
WM: ensure 3D view theme is used in select-loop

Yet another case where theme could be used uninitialized.
August 25, 2017, 10:45 (GMT)
Merge branch 'master' into blender2.8
August 25, 2017, 10:26 (GMT)
WM: initialize WM and deps before handling events

This avoids obscure bugs where operators could run from
events that happen before the UI and depsgraph have been initialized.

See: D2809 for details.
August 25, 2017, 09:47 (GMT)
Eevee: Fix generated coordinates when no texture coordinates connected

Orco should behave the same if it comes from unconnected vec inputs, or
from the Texture Coordinate -> Generated node output.

Fixup for 11e7e0769a4c.

This is related to T52528. The coordinates are still different between
Eevee and Cycles, but at least it behaves consistent within itself.

In fact the shader should now be correct, but the orco attributes we are
passing the shader seems to be where the problem is. But it's to be
tackled separately.
August 25, 2017, 09:11 (GMT)
This copyright text (copied to binary distros) had a confusing statement about
scripts being "Artwork" which is your sole property and free to license.

I've removed the reference to scripts in this text.

This was from 2002! With our Python scripts becoming part of how Blender runs,
such scripts now are officially required to be compliant with GNU GPL.

For more information; check the FAQ or consult foundation@blender.org
https://www.blender.org/support/faq/
August 25, 2017, 05:17 (GMT)
Fix manipulator remove tag, it cleared all groups
August 25, 2017, 05:13 (GMT)
Manipulator: zero grab offset w/o target property

Some manipulators are used like on-screen buttons,
in this case it doesn't make sense to keep track of their state,
so zero the offset when its unused.

Needed for lamp-target manipulator.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021