Revision f172f2b by Sergey Sharybin April 26, 2016, 14:17 (GMT) |
Cycles: Improve logging about motion blur a bit |
Revision ab500eb by Sergey Sharybin April 26, 2016, 14:08 (GMT) |
Hair edit: Add operator to uniform length of selected hairs Request by Andy, should help him a lot doing weird and wonderful hair styles. A bit experimental yet, details of behavior might be changed after some real usage feedback. |
Revision 96392c3 by Campbell Barton April 26, 2016, 13:02 (GMT) |
Correct error in recent snap-context commit Edges currently don't use a BVH-tree, but would still create and attempt to free the tree. |
Revision 680b135 by Sergey Sharybin April 26, 2016, 12:44 (GMT) |
Fix T48176: Shrinkwrap crashes when multiple objects uses same target Annoying bug caused by temp nature of looptri layer for CCGDM. Fixed in a similar to CCG loops by using lock when allocating and filling looptri arrays. Real fix would be to make sure this array is allocated on object evaluation using DAG's eval_flag, but that's more involved change which we'll work on later. |
Revision 86b8c8a by Bastien Montagne April 26, 2016, 12:27 (GMT) |
Fix (unreported) possible freed memory usage when reloading a .blend file. Operator would call `WM_file_read()` directly whith G.main->name as filepath, which gets freed whith main during new reading of file... Now use a local copy instead. |
Revision 2a63ef0 by Lukas Toenne April 26, 2016, 12:16 (GMT) |
Fix missing pose bone hash table in stub poses of action constraints. This is a follow-up fix for rBa10b2fe. The Action constraint uses a hackish stub object and pose, which doesn't have a hash table for fast lookups. This doesn't seem to be a big issue with the old depsgraph, but in the new depsgraph it creates a large number of cache misses and significant slowdown, possibly because of additional threading and less simple bone loops. |
April 26, 2016, 10:43 (GMT) |
Support multiple tangents for BI render & viewport Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents. |
Revision 98babfa by Sergey Sharybin April 26, 2016, 10:15 (GMT) |
Fix T48211: Modifying an F-Curve modifier property is not updating the 3D window |
Revision 2942a49 by Sergey Sharybin April 26, 2016, 09:15 (GMT) |
Fix T48259: Vertex painting doesn't trigger refresh of cycles rendered viewport |
Revision 0f8290a by Bastien Montagne April 26, 2016, 08:13 (GMT) |
Fix UI message typo. |
Revision 7b97432 by Campbell Barton April 26, 2016, 04:33 (GMT) |
Minor cleanup in object select code - break when object in hit-buffer. - don't measure distance to object centers that can't be projected. - take pixelsize into account for distance pixel distance limit. |
Revision bd40ded by Campbell Barton April 26, 2016, 04:24 (GMT) |
Revision 5b28fdb by Campbell Barton April 26, 2016, 03:09 (GMT) |
Cleanup: use const for outliner args Also c99 edits for outliner_find_id |
April 26, 2016, 02:56 (GMT) |
Revision 45d9c9d by Bastien Montagne April 25, 2016, 18:16 (GMT) |
UI messages fixes - no final point ;) |
Revision 6a7378f by Sergey Sharybin April 25, 2016, 16:57 (GMT) |
Cycles: Proper pack of leaves which are bigger than single float4 |
Revision a10b2fe by Lukas Toenne April 25, 2016, 13:41 (GMT) |
Fix for missing pose bone hash in the new dependency graph. The hash table is used to look up bone poses, particularly during constraint evaluation. Without this the default BLI_findstring method on a plain ListBase is used, which is really slow for extensive rigs. |
Revision 3ac2028 by Campbell Barton April 25, 2016, 12:21 (GMT) |
Fix T48202: Project paint hangs on UV's w/ sharp corners Using 'shell-thickness' to offset UV's meant very sharp corners would offset far outside the image causing project-paint to hang while collecting all pixels for each UV face. Clamp the maximum offset to prevent this. |
Revision 42fd1b9 by Sergey Sharybin April 25, 2016, 11:50 (GMT) |
Cycles: Fix issues with stack allocator in MSVC Couple of issues here: - Was a bug in heap memory allocation when run out of allowed stack memory. - Debug MSVC was failing because it uses separate allocator for some sort of internal proxy thing, which seems to be unable to be using stack memory because allocator is being created in non-persistent stack location. |
Revision 34f4c31 by Sergey Sharybin April 25, 2016, 10:25 (GMT) |
Cycles: Move vector re-allocation out of loops |
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