Revision ff1ba08 by Bastien Montagne September 9, 2016, 10:00 (GMT) |
Fix missing 'prop_required' flags in some ID RNA funcs. Not critical, but would rather have this in 2.78 (for API doc reasons mostly). |
Revision 70e7c08 by Sergey Sharybin September 9, 2016, 09:32 (GMT) |
Cycles: Deduplicate QBVH node packing across BVH build and refit |
Revision d205bc3 by Sergey Sharybin September 9, 2016, 08:57 (GMT) |
Fix/Workaround T49297: Crash related to custom data draw (Blender with ASAN) Root of the issue is that active render index became wrong. This is the actual thing to be fixed, but as usual this is quite tricky to reproduce. Since such bad situation might have happened more and fix isn't really difficult or intruisive let's avoid crash for now. Can be revisited once we figure out root of the issue. Nice for 2.78 release. |
Revision b27ba26 by Bastien Montagne September 9, 2016, 08:44 (GMT) |
Fix T49299: Removing offset object in modifiers doesn't update mesh. Own fault in new ID management work, thought rebuild the DAG itself was enough to actually update whole scene, but we actually need to tag datablocks for update as well, when we change (or remove) one of their ID pointers... |
Revision 2fe0125 by Kévin Dietrich September 9, 2016, 04:05 (GMT) |
Smoke viewport: remove dead code. OCD commit, but cleans the code a bit: - the first `if 0` block was supposed to draw collision objects but is vastly outdated as most of the SmokeCollisionSettings member variables were removed a few years ago and collision objects are drawn like other objects anyway. Also it was committed already commented out back in 2009. - the second `if 0` block was doing pretty much the same thing as the few lines above it. |
Revision 0053a91 by Kévin Dietrich September 9, 2016, 03:59 (GMT) |
Alembic streaming: initial support to interpolate data between frames. Pretty self-explanatory, allows to get some slow motion type of playback and animations. |
Revision 631af9f by Kévin Dietrich September 9, 2016, 03:30 (GMT) |
Alembic: add option to triangulate meshes upon export. |
Revision 78ea06f by Kévin Dietrich September 9, 2016, 03:06 (GMT) |
Alembic, cleanup: split archive opening code in their own classes and files. Also helps keeping platform specific code in separate from the rest of the code. |
Revision 1558f5b by Lukas Stockner September 8, 2016, 23:39 (GMT) |
Cycles: Don't run full shader evaluation for constant emission lamps Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful. To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader. Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary. In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests. Reviewers: #cycles Differential Revision: https://developer.blender.org/D2193 |
Revision 6de08f6 by Sergey Sharybin September 8, 2016, 13:08 (GMT) |
Cycles: Fix regular BVH nodes refit For proper indexing to work we need to use unaligned node with identity transform instead of aligned nodes when doing refit. To be backported to 2.78 release. |
Revision 27e2317 by Sergey Sharybin September 8, 2016, 13:03 (GMT) |
Cycles: Add asserts to BVH node packing |
Revision 3598a3d by Sergey Sharybin September 8, 2016, 12:26 (GMT) |
Cycles: Cleanup: line wrapping |
Revision 45f833c by Bastien Montagne September 8, 2016, 08:24 (GMT) |
Fix T49283: Crash in BKE_ptcache_make_particle_key. This is really hack-fix actually, not sure why `get_pointcache_keys_for_time()` seems to assume it will always find key for given part index at least for current frame, and whether this assumption is wrong or whether bug happens elsewhere... Anyway, this is to be wiped out in 2.8, so no point loosing too much time on it, for now merely returning unchanged (i.e. zero'ed) ParticleKeys in case index2 is invalid. Won't hurt anyway, even if this did not crash in release builds, would be returning giberish values. |
Revision a2e8b7e by Sergey Sharybin September 8, 2016, 07:40 (GMT) |
Fix compilation error: Shadowing of variable |
Revision a6f7333 by Sergey Sharybin September 8, 2016, 07:39 (GMT) |
Fix strict compiler warnings |
Revision ace9285 by Sergey Sharybin September 8, 2016, 07:38 (GMT) |
Fix compilation error: missing forward declaration |
Revision 18ae150 by Sergey Sharybin September 8, 2016, 07:27 (GMT) |
Fix T49286: Compilation error with XCode 7.0 Weirdly enough, this version of XCode seems to have static_assert() even when NOT using C++11. This is totally weird and counter intuitive since static_assert() is supposed to be C++11 onlky feature. Can XCode stop using future, please? :) |
Revision 7e7a9d1 by Lukas Stockner September 7, 2016, 23:33 (GMT) |
Cycles: Fix OpenCL speed regression introduced with the improved bump mapping The two SVM nodes added with e7ea1ae78c caused a slowdown on AMD cards when rendering with OpenCL, whether displacement was used or not. In the Barcelona Pavillon scene on a RX480, this would cause a 12% slowdown. Therefore, this commit adds a additional flag for feature-adaptive compilation so that the new SVM nodes are only enabled when they are needed (Node tree connected to the Displacement output and Displacement type set to Both). Also, the nodes were also added to shaders when the Displacement Type was set to Bump (the default), which was unneccessary and is fixed now. Thanks to linda2 on IRC for reporting and testing and to maiself for help with the displacement shader code. This fix might be relevant for 2.78, but it should be tested further before including it. |
Revision afd3a55 by Joshua Leung September 7, 2016, 13:42 (GMT) |
GPencil UI: Ensure "Move to Color" can be found from the colors panel dropdwon too |
Revision 19e6321 by Joshua Leung September 7, 2016, 13:24 (GMT) |
GP Interpolation: Mark created frames as being "breakdowns" This brings this tool more in line with the Breakdowner for armature animation, with which it shares many commonalities. |
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