Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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June 30, 2015, 04:47 (GMT)
Cleanup: move BLI_timestr to BLI_timecode
June 29, 2015, 21:10 (GMT)
Fix T45237: Dither dosn't work in Blender Internal Renderer after Multi-View
Revision 40d19b5 by Julian Eisel
June 29, 2015, 20:05 (GMT)
Node Editor: Use Smaller Factor for Grid Snapping

An attempt to treat @sebastian_k's blood pressure a bit.
June 29, 2015, 18:26 (GMT)
Remove WITH_TESTS_PERFORMANCE option.

Performance tests now have their own CMake macro, which ensures they do not get
added to ctest list, so we do not have to bother about them anymore, and can always
build them (when GTests are enabled, of course).
June 29, 2015, 16:15 (GMT)
GTests: do not add 'performance' tests to auto-ran tests (with ctest or 'make test')...
June 29, 2015, 16:14 (GMT)
Fix .obj testing.
June 29, 2015, 13:45 (GMT)
Fix 73841 : Game Engine - Camera Lens Shift

This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python.
( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift
- this page will be removed as soon as I commit this)

Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue).

Kudos for the BlenderVR project for supporting this feature development.

Differential Revision: https://developer.blender.org/D1379
June 29, 2015, 13:24 (GMT)
Fix T45234: Stereo Parallel vs. Off-Axis

Parallel rendering was not working.

The idea of having parallel convergence mode to render as parallel but
visualize as off-axis was good, but it was leading to some complications
in the code.

I think it's more clear to the user if parallel looks and render as
parallel, and if she wants to pre-visualize the converged planes, simply
temporarily set the camera to off-axis.
June 29, 2015, 10:59 (GMT)
Fix T45022: Update missing when linking objects with new depsgraph
June 29, 2015, 10:48 (GMT)
Fix T45156: scaling region crash
June 29, 2015, 10:27 (GMT)
Fix T45154: Translation binary file(blender.mo) for Japanese is too small

The issue was caused by some changes made to msgfmt which were needed to make
modified (cleaned-up, stripped-comments messages) working.

Unfortunately that fix was merged into the release branch, so this fix is to
be ported there as well and verified against rc1 translations.
June 29, 2015, 06:49 (GMT)
Partial fix T45156: scaling region crash

'ar->winy' may not be initialized, making regions zoom in (past limits)
and attempt to draw very large text (~10x10k size characters), often crashing.

Fix isn't complete since it only corrects factory startup.
June 28, 2015, 22:56 (GMT)
Cleanup: Style in for loops header.
June 28, 2015, 18:47 (GMT)
Fix T45227: Light optimization commit broke world MIS
June 28, 2015, 16:15 (GMT)
Cycles: Avoid having duplication of BVH arrays during build

Previous idea behind having vector during building and array for actual storage
was needed in order to minimize amount of re-allocations happening during the
build, but it lead to double memory overhead used by those arrays at the vector
to array conversion stage.

Issue with such approach was that for BVH without spatial split size of arrays
is known in advance and it never changes, which made vector to array conversion
totally redundant.

Also after testing with several rather complex from spatial split scenes (such
as trees) it seems even conservative approach of reallocation (when we perform
re-allocation when leaf does not fit into the memory) doesn't give measurable
difference in time.

This makes it so we can switch to array, which will avoid unneeded memory
re-allocations when spatial split is disabled without harming other cases.

it's a bit difficult to measure exact benefit of this change on our production
files here, but depending on the scene it might give quite reasonable memory
save.
June 28, 2015, 16:15 (GMT)
Cycles: Add assert to an array at() function to be sure we don't have bad memory access
June 28, 2015, 16:15 (GMT)
Cycles: Minor code style cleanup, whitesaces
June 28, 2015, 10:54 (GMT)
BGE: added clamping of angular velocity.

Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.

Reviewed by: campbellbarton, panzergame, ton

Differential Revision: https://developer.blender.org/D1365
June 28, 2015, 10:54 (GMT)
BGE Fix: apply velocity clamping on every physics subtick

This patch uses the Bullet "internal tick callback" functionality to
ensure that velocity clamping is performed after every physics update.
This makes a difference when physics subticks > 1, as in that case the
too-high velocity could have impacted the simulation.

This patch follows the examples at [1] and [2]; the latter example
also explains that the way we limit velocity in the BGE (before this
patch) is wrong.

[1] http://bulletphysics.org/mediawiki-1.5.8/index.php/Simulation_Tick_Callbacks
[2] http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets#I_want_to_cap_the_speed_of_my_spaceship;

Reviewed by: panzergame

Differential Revision: https://developer.blender.org/D1364
June 28, 2015, 09:09 (GMT)
Cleanup: remove BLI prefix from BKE funcs
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021