Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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June 7, 2016, 18:58 (GMT)
Cuda 7.5 cannot be made to work with a supported cl.exe version in the same way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now
June 7, 2016, 18:56 (GMT)
Cuda 7.5 cannot be made to work with a supported cl.exe version in the same way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now
June 7, 2016, 18:13 (GMT)
GPU: Fix for glDrawPixels drawing w/ glsl shader

The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
June 7, 2016, 18:13 (GMT)
GPU: make using the glsl basic-shader a flag

This allows for it to be more easily tested.
June 7, 2016, 14:44 (GMT)
Fix T48589: Compositor Backdrop crashes Blender
June 7, 2016, 13:48 (GMT)
Cycles: Limit degenerated triangle check got CUDA only

OpenCL seems to work fine here, and for some reason that comparison was
giving compilation error on OpenCL here.

Better to compile OpenCL kernel than to be fully robust to weird corner
cases.
Revision b6954c8 by Mai Lavelle
June 7, 2016, 11:38 (GMT)
Cycles: Fix regression introduced in c96a4c8

A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.
June 7, 2016, 11:07 (GMT)
Fix (unreported) EditNormal modifier: broken 'flip poly' feature.

Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...

Dead simple, but was tough to track down this one!
June 7, 2016, 09:23 (GMT)
Cleanup: warning
June 7, 2016, 08:27 (GMT)
Remove particle expander

Having this caused buffer-overrun on startup
June 7, 2016, 08:21 (GMT)
World space switch for BI nodes.

At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
June 7, 2016, 08:16 (GMT)
Cleanup: warnings
June 7, 2016, 08:06 (GMT)
Merge branch 'master' into blender2.8
June 7, 2016, 07:59 (GMT)
Merge branch 'master' into blender2.8

Conflicts:
source/blender/blenkernel/intern/particle.c
source/blender/editors/transform/transform_snap_object.c
June 7, 2016, 07:42 (GMT)
World space switch for BI nodes.

At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
June 7, 2016, 07:27 (GMT)
readfile: optimization for undo

Was using O(n^2) lookup on ID's with undo.

This caused undo to hang with 1000's of data-blocks
(especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down).

Internally this uses a ghash per id-type, which is lazy-initialized.
Each key uses the name and library since there may be name collisions between libraries.

Developer Notes:

- Adds small `BKE_main_idmap_*` API.
- Needed to change linking order for this to build.
June 7, 2016, 06:42 (GMT)
BLO_idcode: Move ID_ID last

This lets us use MAX_LIBARRAY to loop over id-codes in Main.
June 7, 2016, 04:13 (GMT)
readfile: avoid library lookups for every id on undo

Instead index libraries, makes minor speedup when using many libraries.
June 7, 2016, 04:02 (GMT)
Correct exit-code check
June 6, 2016, 21:38 (GMT)
Cycles: Use faster ray-quad-intersection test

The original quad intersection test works by just testing against the two triangles that define the quad.
However, in this case it's actually faster to use the same test that's also used for portals: Determining
the distance to the plane in which the quad lies, calculating the hitpoint and checking whether it's in the
quad by projecting onto the sides.

Reviewers: brecht, sergey, dingto

Reviewed By: dingto

Differential Revision: https://developer.blender.org/D2045
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021