Revision bc37103 by Campbell Barton May 15, 2015, 00:55 (GMT) |
BMesh: rename loop walker -> edgeloop |
Revision a92d8a3 by Julian Eisel May 14, 2015, 23:25 (GMT) |
Add material reorder buttons for Cycles as well |
Revision 7549ec7 by Julian Eisel May 14, 2015, 23:08 (GMT) |
Fix some issues found by Coverity Scan Some of them are just brain dead code, some are potential bugs. |
Revision 3c10ec9 by Sergey Sharybin May 14, 2015, 19:48 (GMT) |
Cycles: Enable object motion blur on Intel OpenCL platform This required allocating some memory related on object transform needed by ShaderData and currently it is done for all the platforms. Since we're targeting full feature-complete platforms this is rather acceptable at this point and in the future we'll do selective NO_HAIR/NO_SSS/NO_BLUR kernels. This is experimental still and in fact there're some major issues on NVidia platform and it's not really clear if it's a bug in compiler, some uninitizlied variable or other kind of issue. |
Revision 0356521 by Sergey Sharybin May 14, 2015, 19:42 (GMT) |
Cycles: Various fixes Some stupid fixes like spaces around operator and missing semicolon, plus fix for wrong detecting of ShaderData SOA size. Thar was harmless since there's only one closure array, but still better to fix this. |
Revision f6c6dd4 by Sergey Sharybin May 14, 2015, 18:44 (GMT) |
Cycles: Remove meaningless ifdef checks for features in device_opencl This file was actually checking for features enabled on CPU and surely all of them were enabled, so removing them does not cause any difference. ideally we'll need to do runtime feature detection and just pass some stuff as NULL to the kernel, or maybe also have variadic kernel entry points which is also possible quite easily. |
Revision 5c34266 by Sergey Sharybin May 14, 2015, 18:35 (GMT) |
Cycles: Enable camera motion blur in split kernel for Intel/NVidia It's good for testing and seems to work quite reliably here. This probably not totally cheap in terms of performance, but this we could solve quite easily by selective kernel compilation once other things are tested/proved to be reliable. |
Revision 0a60c7d by Sergey Sharybin May 14, 2015, 14:08 (GMT) |
Cycles: Fix missing camera-in-volume update when using certain render layers configurations |
Revision 3d3d805 by Sergey Sharybin May 14, 2015, 13:48 (GMT) |
Cycles: Prepare code for OpenCL camera/motion blur The kernels are now compiling just fine, but there're some issues during rendering. This is still to be investigated. |
Revision 5a63edb by Sergey Sharybin May 14, 2015, 13:48 (GMT) |
Cycles: Use special _auto versions of transform function in motion blur code Doing this as a separate commit so it's easier to revert in the future, once OpenCL 2.0 is becoming our requirement. |
Revision 3343962 by Sergey Sharybin May 14, 2015, 13:48 (GMT) |
Cycles: Add transformation functions with specified addrspace This is required for OpenCL prior to 2.0 and those functions will become handy when working on camera/motion blur support in split kernel. |
Revision 79aa50d by Sergey Sharybin May 14, 2015, 13:48 (GMT) |
Cycles: Enable hair for split kernels when using Intel or NVidia drivers Apart from simply enabling this features needed changes to the code were done. Technical change, replacing SD access from "simple" structure to SOA. |
Revision e7f2aec by Thomas Szepe May 14, 2015, 13:23 (GMT) |
BGE: Add 'Lock Translation' for dynamic objects The XYZ translation lock was missing for dynamic object. Reviewed By: panzergame |
Revision 1ccc417 by Antonis Ryakiotakis May 14, 2015, 12:22 (GMT) |
Invert value calculation for percentages it makes more sense that way |
Revision 7aa74df by Antonis Ryakiotakis May 14, 2015, 12:01 (GMT) |
Radial operator: Percentage properties use interaction like factors with number feedback and easier way to go predict lower percentages. |
Revision 057a8c6 by Antonis Ryakiotakis May 14, 2015, 10:48 (GMT) |
Add clear seams to uv editor |
Revision 8bf9e14 by Thomas Szepe May 14, 2015, 07:45 (GMT) |
BGE: Fix: Double jumps are not working with character motion actuator The actual character motion actuator triggers every frame the jump method. Adding an edge detection to trigger the jump method. Reviewers: lordloki, sybren, moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D1220 |
Revision 687f6a9 by Thomas Szepe May 14, 2015, 07:40 (GMT) |
BGE: Code Cleanup: LOD hysteresis calculation * Cleanup duplicated code. * Remove unnecessary "this->" Reviewers: kupoman, lordloki Reviewed By: kupoman, lordloki Differential Revision: https://developer.blender.org/D1293 |
Revision 434086d by Campbell Barton May 14, 2015, 03:13 (GMT) |
install_deps.sh: correct typo |
Revision 9207c8d by Campbell Barton May 14, 2015, 03:06 (GMT) |
Fix project paint worldspace coord calc from seam Surprising this worked at all, would show errors with non-flat-quads. |
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