Revision 91c146c by Martijn Berger 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 |
Revision d16635e by Martijn Berger 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 |
Revision f3d33a1 by Campbell Barton 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. |
Revision cf8a0d0 by Campbell Barton June 7, 2016, 18:13 (GMT) |
GPU: make using the glsl basic-shader a flag This allows for it to be more easily tested. |
Revision bf54dcc by Sergey Sharybin June 7, 2016, 14:44 (GMT) |
Fix T48589: Compositor Backdrop crashes Blender |
Revision b595a69 by Sergey Sharybin 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. |
Revision f08018f by Bastien Montagne 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! |
Revision 0036ffb by Campbell Barton June 7, 2016, 09:23 (GMT) |
Cleanup: warning |
Revision 4b99958 by Campbell Barton 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 |
Revision 5750549 by Campbell Barton June 7, 2016, 08:16 (GMT) |
Cleanup: warnings |
Revision ed6f86a by Campbell Barton June 7, 2016, 08:06 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 24d29f2 by Bastien Montagne 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 |
Revision 0da13ad by Alexander Romanov 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 |
Revision 441a440 by Campbell Barton 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. |
Revision 3054e33 by Campbell Barton 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. |
Revision 2d9d17c by Campbell Barton 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. |
Revision f12c55d by Campbell Barton June 7, 2016, 04:02 (GMT) |
Correct exit-code check |
Revision 7a5a025 by Lukas Stockner 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 |
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