Revision 1d8637e by Martijn Berger June 4, 2016, 15:41 (GMT) |
buildbot work around cuda / msvc compatibility issues attempt 2/ passing a string from python to cmake to nvcc is harder then it looks |
Revision ebbfd92 by Martijn Berger June 4, 2016, 10:37 (GMT) |
buildbot work around cuda / msvc compatibility issues |
Revision 50f432b by Martijn Berger June 4, 2016, 09:42 (GMT) |
CMake, minor changes to make Visual studio 2015 use a compatible numpy and the standard cmake CUDA/NVCC arguments flag allowing 2015 build to use msvc 2013 for cuda |
Revision 17fbce9 by Campbell Barton June 4, 2016, 00:55 (GMT) |
Cleanup: avoid temp string edit |
Revision 38410e6 by Gaia Clary June 3, 2016, 16:31 (GMT) |
changed use_connect from bool to a 3 state value (-1,0,1) |
Revision b000a01 by Gaia Clary June 3, 2016, 16:31 (GMT) |
fix T48389 (wip) added warning for loops that define holes (polygons with holes not supported) |
Revision fac9f1c by Campbell Barton June 3, 2016, 15:00 (GMT) |
Workaround MSVC error |
Revision c6cc599 by Campbell Barton June 3, 2016, 14:57 (GMT) |
Fix T48234: Glitch w/ action constraints sharing an action FCurve evaluation depended on FCurve.curval, which isn't threadsafe. Now only use this value for debug display, and pass the value instead of storing in the FCurve for all but debug-display. |
Revision 3981804 by jens verwiebe June 3, 2016, 10:05 (GMT) |
Fix Playercompile |
Revision b406b7b by Sergey Sharybin June 3, 2016, 09:52 (GMT) |
Cycles: Mark which CUDA device is used for display It is really handy to know which one is display when having two cards of same type in the machine. |
Revision f71feb3 by Sergey Sharybin June 3, 2016, 09:46 (GMT) |
Make playback invoked form animation editors more usable This covers the following workflow. Animator will disable Update All 3D views in order to get quick playback in a particular 3D editor. However, it also handy to see playback in all editors and image editors to see comparison of animation and reference footage. So the idea here is to refresh reasonable editors when playback is invoked from animation editors. Commit to make Hjalti happy. |
Revision f54a98a by Sergey Sharybin June 3, 2016, 08:36 (GMT) |
Cycles: Simplify check for degenerated faces on GPU Still not sure how to properly solve the issue, needs some trickery to get actual optimized values from intersection function (using printf() avoids some optimization and makes stuff render correct). For the time being let's just simplify check. |
June 3, 2016, 06:56 (GMT) |
Cleanup & simplify snapping functions - the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`. - the parameter `snap_to_flag` was moved to outside `SnapObjectParams`. - the member `use_object_edit` was renamed to `use_object_edit_cage`. - added the arg `params` in `ED_transform_snap_object_project_ray`. - simplifications in the loop of the function `snapObjectsRay`. |
June 3, 2016, 06:26 (GMT) |
Fix possible uninitialized variable in snapping Introduced in 0b5a0d84, thanks to Brecht for spotting. |
Revision 8c154d6 by Campbell Barton June 3, 2016, 05:28 (GMT) |
Fix T48111: Auto-run fails w/ empty paths Enabling auto-run, then excluding a path but leaving it set to a blank value would ignore all paths. |
Revision 528539e by Campbell Barton June 3, 2016, 05:13 (GMT) |
Fix T48575: Particle crash using 'Parting' setting |
Revision cd768a8 by Campbell Barton June 2, 2016, 16:43 (GMT) |
Add upstream information to wcwidth library |
Revision a055523 by Campbell Barton June 2, 2016, 15:59 (GMT) |
Theme: 2.4x, correct graph region color |
Revision c5b2f12 by Campbell Barton June 2, 2016, 15:11 (GMT) |
Revision 68d1348 by Bastien Montagne June 2, 2016, 14:14 (GMT) |
Fix T47637: Multiple multires objects in Sculpt mode make blender crash. That was a nice and funny hunt, albeit rather time consumming! To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing of 'grid' types (multires mostly?). There were two issues here: 1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no check was done when freeing that buffer, to ensure we were not freeing the global one (not totally sure this one was actually causing any issue, but was bad and unsafe anyway). Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some 'common' buffer here, which freeing is handled separately. 2) Main issue: if several multires objects in sculpt mode with different grid size were present simultaneously, the global gpu buffer had to be resized for each object draw (i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference to that global buffer had no way to know that it had been freed, which was causing the segfault & crash. Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh. Told ya baby, globals are *PURE EVIL*! |
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