Revision 828abaf by Sergey Sharybin April 20, 2015, 12:29 (GMT) |
Cycles: Split BVH nodes storage into inner and leaf nodes This way we can get rid of inefficient memory usage caused by BVH boundbox part being unused by leaf nodes but still being allocated for them. Doing such split allows to save 6 of float4 values for QBVH per leaf node and 3 of float4 values for regular BVH per leaf node. This translates into following memory save using 01.01.01.G rendered without hair: Device memory size Device memory peak Global memory peak Before the patch: 4957 5051 7668 With the patch: 4467 4562 7332 The measurements are done against current master. Still need to run speed tests and it's hard to predict if it's faster or not: on the one hand leaf nodes are now much more coherent in cache, on the other hand they're not so much coherent with regular nodes anymore. Reviewers: brecht, juicyfruit Subscribers: venomgfx, eyecandy Differential Revision: https://developer.blender.org/D1236 |
Revision cd44449 by Sergey Sharybin April 20, 2015, 12:29 (GMT) |
Cycles: Synchronize images after building mesh BVH This way memory overhead caused by the BVH building is not so visible and peak memory usage will be reduced. Implementing this idea is not so straightforward actually, because we need to synchronize images used for true displacement before meshes. Detecting whether image is used for true displacement is not so striaghtforward, so for now all all displacement types will synchronize images used for them. Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after the patch). Reviewers: campbellbarton, juicyfruit, brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D1217 |
Revision b07c630 by Bastien Montagne April 20, 2015, 12:27 (GMT) |
I18n: Add Vietnamese language. |
Revision 6bc2654 by Campbell Barton April 20, 2015, 11:20 (GMT) |
Fix T44452: Inconsistent gpencil color in prefs |
Revision fa761df by Campbell Barton April 20, 2015, 11:10 (GMT) |
Fix T44419: extruding when using lasso deselect |
Revision 437f69a by Campbell Barton April 20, 2015, 10:20 (GMT) |
Allow Python overrides for materials. |
Revision 9b4c8a2 by Antonis Ryakiotakis April 20, 2015, 09:51 (GMT) |
Fix T44458 strip modifier mask not copied correctly when doing scene copy. What happens is that the strip is copied, but it still refers to the old scene. Here we need to fix this by referring to the copy of the strip and also do it after copying to make it order independent. |
Revision 0aa2eed by Sergey Sharybin April 20, 2015, 09:07 (GMT) |
Compilation error fix for MSVC: It does not support expressions in array declarations |
Revision bf6bde2 by Sybren A. Stüvel April 20, 2015, 05:53 (GMT) |
Fix: BGE crashes when RunPythonCallBackList() is called with maxargcount != minargcount |
Revision dbb2b29 by Joshua Leung April 20, 2015, 05:27 (GMT) |
Action Stashing: Newly stashed strips now get "sync length" option enabled by default |
Revision a0e1b65 by Joshua Leung April 20, 2015, 05:27 (GMT) |
Action Editor "Browse" Fix: Stash active action if nothing else uses it Following the initial action management commits for 2.74, blurrymind pointed out a problematic workflow involving the "Browse Action" dropdown in the Action Editor which would lead to actions being accidentally lost. Namely, it turns out that game animators frequently flip between different actions from the Browse menu while working. While the new up/down operators and/or other NLA based tools are better suited to this without the problems of actions getting lost, some additional precautions were needed for the Browse menu as well. So now, if the active action will have no users as a result of the switch (i.e. it was a new action, and the user is checking on a previous action via the Browse menu), this action will now get stashed. This workflow is not perfect though, as there is the problem of the stashed action strips not reflecting the actions they reference. |
Revision 689241b by Joshua Leung April 20, 2015, 05:27 (GMT) |
Fix for potential null-pointer-dereference if the new action is NULL |
Revision e4fbc8f by Joshua Leung April 20, 2015, 05:27 (GMT) |
Fix: Changing actions in the Action Editor using the Browse dropdown should happen in tweakmode When a NLA strip is being tweaked, it should not be possible to use the Action Editor to change the action that it uses. Instead of changing the action in tweakmode, it now exits tweakmode first before doing so. |
Revision 5f6b958 by Joshua Leung April 20, 2015, 05:27 (GMT) |
Fix: "show_points" setting for Grease Pencil drawing didn't work As reported by zeffi, the "show_points" option was not working in master. It probably broke recently, after some changes meant that the point sizes weren't geting set prior to drawing these points anymore. Since this was originally added as a debugging tool (though it is now somewhat redundant due to the stroke editing functionality, which uses/exposes the same points), this option wasn't really that important. I have decided to add back a toggle for this to the UI though, since it can be used for some interesting effects... |
Revision 79319b3 by Campbell Barton April 20, 2015, 03:36 (GMT) |
Sculpt: remove workaround T25371 It's no longer needed, and made calc_area_normal different to the normal from calc_area_normal_and_center. |
Revision 436004b by Campbell Barton April 20, 2015, 03:23 (GMT) |
Sculpt: clay-strips was missing accumulate button Correct & de-duplicate check for accumulate. |
Revision 07a7d77 by Sybren A. Stüvel April 20, 2015, 02:58 (GMT) |
Fix: solved BGE compiler error on Linux/gcc |
Revision 5db143e by Thomas Dinges April 19, 2015, 20:04 (GMT) |
Fix T44449, sm_52 kernel missing in CMake builds. |
April 19, 2015, 18:33 (GMT) |
BGE : Standardization of callbacks execution. A new function (RunPythonCallBackList) to call all python functions contained in a python list was developed. This function has: - first argument is the python list of callbacks - second argument is a python list of arguments - third argument is the minimum quantity of arguments - forth argument is the maximum quantity of arguments It improves flexibility and supports *args. Reviewers: moguri, dfelinto, campbellbarton, sybren Reviewed By: campbellbarton, sybren Subscribers: sybren Projects: #game_engine Differential Revision: https://developer.blender.org/D1102 |
Revision 6f0f1dc by Campbell Barton April 19, 2015, 12:03 (GMT) |
Cleanup: warnings |
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