Revision 77c3ecf by Campbell Barton December 26, 2015, 04:34 (GMT) |
BMesh: check at least 2 edges in each loops vert Also no need to check twice |
Revision dd070c6 by Campbell Barton December 26, 2015, 04:34 (GMT) |
Cleanup |
Revision 66030d8 by Bastien Montagne December 25, 2015, 14:53 (GMT) |
Minor cleanup. |
Revision 4d5b7fe by Bastien Montagne December 25, 2015, 14:52 (GMT) |
MOD_UVWarp: switch from OMP to BLI_task. Usual 10%-15% speedup. Note that here OMP was rather erratic, with typical timing about 10% slower than BLI_task, but having some 'burnouts' (~10% of times) were it would be over ten times slower than usual... BLI_task looks much more stable. |
Revision 83addc0 by Thomas Dinges December 25, 2015, 10:58 (GMT) |
Cleanup: SubsurfaceScatteringNode is a subclass of BsdfNode, no need to set the value again. |
Revision be30358 by Bastien Montagne December 24, 2015, 17:54 (GMT) |
Fix (unreported) do not show 'appearances' options tool panel in ParticleEdit mode (not supported). |
Revision 5cd1b53 by Campbell Barton December 24, 2015, 15:10 (GMT) |
Cleanup: use enum for bmesh_elem_check |
Revision 9a1ea68 by Campbell Barton December 24, 2015, 09:30 (GMT) |
BMesh: remove doubles fix/optimization Changes to remove doubles face creation, Recent change to remove doubles broke when the new faces already existed (rare occurrence), however theres no point to return an existing double face. Now check if the face exists before creating it. Other changes: - avoid 2x hash lookups on all mapped verts. - fill in the vert array instead of calculating from edges. - remove inefficient search of entire edge-array before adding to it. (flag verts to ensure they're not used multiple times). - move logic for transfusing edge-flags to edge creation. |
Revision 4a356d7 by Campbell Barton December 24, 2015, 09:30 (GMT) |
BMesh: BM_verts_from_edges utility function |
Revision c8c7d04 by Campbell Barton December 24, 2015, 09:05 (GMT) |
Add STACK_CLEAR macro |
Revision 8e07b87 by Lukas Stockner December 24, 2015, 00:42 (GMT) |
Cycles: Fix Tile access in the TileManager for viewport rendering - When rendering in the Viewport, next_tile is sometimes called after a reset has been performed, but before new tiles were generated. In that case, the tile list would be invalid, causing Blender to crash randomly. - When generating new tiles, the TileManager would not clear the tile lists before re-generating them, leading to some tiles being skipped during viewport rendering. - When popping the next tile from a tile list, a reference to the just-deleted object would be returned, now the object is copied before deleting it. |
Revision 059b7a8 by Thomas Dinges December 23, 2015, 20:48 (GMT) |
Cycles: Implement constant fold for the ConvertNode. This way socket type conversions (such as color to float, or float to vector) do not stop the folding process. Example: http://www.pasteall.org/pic/show.php?id=96803 (selected nodes are folded). |
Revision 1a2b5d9 by Brecht Van Lommel December 23, 2015, 19:39 (GMT) |
Fix a few warnings with Apple LLVM 7.0.2. |
Revision 93c75bf by Brecht Van Lommel December 23, 2015, 19:38 (GMT) |
Fix T47051: cycles viewport textured shadeless draw bug. |
Revision eb6a8e4 by Thomas Dinges December 23, 2015, 16:53 (GMT) |
Update Link to the Blender Store. |
Revision 083d6d6 by Campbell Barton December 23, 2015, 16:36 (GMT) |
Fix weld edges into faces splicing verts that shared a face This could happen with degenerate faces. |
Revision 6732da8 by Campbell Barton December 23, 2015, 16:36 (GMT) |
Fix weld edges into faces - eternal loop Would happen with complex edge-nets mixed with faces. |
Revision b9dea0f by Campbell Barton December 23, 2015, 14:52 (GMT) |
Remove BLI_buffer calloc option This wasn't working reliably (after clear for example), and wasn't used anywhere. |
Revision ac782ba by Campbell Barton December 23, 2015, 14:51 (GMT) |
Fix BLI_buffer_reinit not clearing static flag |
Revision 9c7d2ff by Campbell Barton December 23, 2015, 14:38 (GMT) |
Fix error in BLI_buffer_reinit alloc_size was set incorrectly causing arrays not to be resized correctly. |
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