Revision 62070ae by Julian Eisel March 15, 2015, 21:13 (GMT) |
Fix T44003: Flatty Light: GPencil vertices and timeline keyframes black I noticed our version code and subversion got out of sync in the past, maybe that's what the issue was here. Deleting the entries from the .xml makes it fall back to the default values. |
March 15, 2015, 16:26 (GMT) |
BGE - new read-only attribute in KX_GameObject python api (LOD level) Added a new "current_lod_level" property to the python api of KX_GameObject. The property returns the current lod level of the game object. The purpose of the property is activate logic routines only when an object is at a certain lod-distance from the camera, avoiding to separately recomputing the same distance in the logic script. Usage in python script might look like: owner = bge.logic.getCurrentController().owner lod_level = owner.currentLodLevel if lod_level == 0: ...do something else: ... object might be too distant Reviewers: dfelinto, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D978 |
Revision dd3ade2 by Jorge Bernal March 15, 2015, 10:38 (GMT) |
BGE: Fix for T43994 Steering actuator bug with Navmesh Now the facing option is taken into account as before This is a regression and to be ported to the final release branch. |
March 15, 2015, 09:50 (GMT) |
BGE : Fix for T43724 and T41599 addObject() with KX_FontObject and overlay scene GetGameObjectType is overwritten in KX_FontObject to differentiate a font object into AddNodeReplicaObject function. Now, in this function, we add fonts in the appropriate list. Reviewers: campbellbarton, moguri, dfelinto, lordloki Reviewed By: lordloki Subscribers: lordloki Projects: #game_logic, #game_engine Differential Revision: https://developer.blender.org/D1130 |
Revision 3824e0f by Campbell Barton March 14, 2015, 01:10 (GMT) |
Cleanup: style |
Revision 6e17420 by Jorge Bernal March 13, 2015, 22:47 (GMT) |
Revision fc3de69 by Campbell Barton March 13, 2015, 12:52 (GMT) |
RNA: avoid inefficient array printing |
Revision a1a7317 by Sergey Sharybin March 13, 2015, 12:46 (GMT) |
Add argument to DM_to_mesh() function to take ownership over the DM The idea is pretty simple: instead of making temporary copy of all the related custom data layers just pass the ownership from the DM to the mesh. This is really handy in cases when you've got DM which you need to convert to Mesh datablock and wouldn't need that DM after conversion anyway. Foe example, render database conversion, exporters and even Modifier Apply will benefit from this option. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1127 |
Revision 2ef2f08 by Sergey Sharybin March 13, 2015, 12:39 (GMT) |
Add an option to mesh.calc_tessface() to get rid of polygons and loops The purpose of this change is to add extra possibility to render engines and export scripts to reduce peak memory footprint during their operation. This new argument should be used with care since it'll leave mesh in not really compatible with blender format, but it's ok to be used on temp meshes. Unfortunately, it's hard to get scene where it'll show huge benefit because in my tests with cycles peak memory is reached in MEM_printmemlist_stats(). However, in the file with sintel dragon it gives around 1gig of memory benefit after removing the polys which would allow other heavy to compute stuff such as hair (or even pointiness calculation) to not be a peak memory usage. In any case, this change is nice to have IMO, and only means more parts of scene export code should be optimized memory-wise. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1125 |
Revision 0e18a56 by Sergey Sharybin March 13, 2015, 12:38 (GMT) |
Cycles: Free caches used by the synchronized objects Issue this commit is addressed to is that particle system and particle modifier will contain caches once derived mesh was requested and this cached data will never be freed. This could easily lead to unwanted memory peaks during synchronization stage of rendering. The idea is to have RNA function in object which would free caches which can't be freed otherwise. This function is not intended to deal with derived final since it might be used by other objects (for example by object with boolean modifier). This cache freeing is only happening in the background rendering and locked interface rendering. From quick tests with victor file this change reduces peak memory usage by command line rendering by around 6% (1780MB vs. 1883MB). For rendering from the interface it's about 12% (1763MB vs. 1998MB). Reviewers: campbellbarton, lukastoenne Differential Revision: https://developer.blender.org/D1121 |
Revision 79393cb by Antonis Ryakiotakis March 13, 2015, 12:10 (GMT) |
Fix T43959 jittering in 2D texture painting. This is still not perfect, but should work smoother now. Previously there was visible wobbling while painting. This can be included in final release. |
Revision a0a6cb1 by Lukas Toenne March 13, 2015, 12:07 (GMT) |
Fix unstable particle jittered distribution. This was never working for threaded distribution. |
Revision 63ea8dd by Sergey Sharybin March 13, 2015, 11:47 (GMT) |
Initial compilation support with C++11 featureset enabled This commit makes some preliminary fixes and tweaks aimed to make blender compilable with C++11 feature set. This includes: - Build system attribute to enable C++11 featureset. It's for sure default OFF, but easy to enable to have a play around with it and make sure all the stuff is compilable before we go C++11 for real. - Changes in Compositor to use non-named cl_int structure fields. This is because __STRICT_ANSI__ is defined by default by GCC and OpenCL does not use named fields in this case. - Changes to TYPE_CHECK() related on lack of typeof() in C++11 This uses decltype() instead with some trickery to make sure returned type is not a reference. - Changes for auto_ptr in Freestyle This actually conditionally switches between auto_ptr and unique_ptr since auto_ptr is deprecated in C++11. Seems to be not strictly needed but still nice to be ready for such an update anyway/ This all based on changes form depsgraph_refactor branch apart from the weird changes which were made in order to support MinGW compilation. Those parts of change would need to be carefully reviewed again after official move to gcc49 in MinGW. Tested on Linux with GCC-4.7 and Clang-3.5, other platforms are not tested and likely needs some more tweaks. Reviewers: campbellbarton, juicyfruit, mont29, lukastoenne, psy-fi, kjym3 Differential Revision: https://developer.blender.org/D1089 |
Revision 278871d by Campbell Barton March 13, 2015, 11:46 (GMT) |
error in last commit |
Revision bb825d0 by Campbell Barton March 13, 2015, 11:36 (GMT) |
Revision 61eab74 by Sergey Sharybin March 13, 2015, 07:38 (GMT) |
Cycles: Optimization for CMJ in CUDA kernels Two things: - Use intrinsics for clz/ctz (ctz is implemented via ffs()). - Use faster sqrt() function which precision is enough for integer values. |
Revision aa4cb95 by Sergey Sharybin March 13, 2015, 07:03 (GMT) |
Pass proper bmain to the updateDepgraph() of modifiers This is mainly to make physics modifiers being able to work with it. For other cases this main is not needed. |
Revision 1cac8c2 by Sergey Sharybin March 13, 2015, 07:03 (GMT) |
Fix T43803: Crash playing smoke animation, when linked as group instance The issue was caused by missing relations between smoke domain and flow/source objects. This happened because smoke's modifier only iterated base objects and ignored cases when flow/source could be linked to scene via dupli-group and does not have real base. The same seems to be still needed for fluid and dynamic paint modifiers, will do it as a separate commit. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1172 |
Revision 73ad769 by Jorge Bernal March 12, 2015, 23:50 (GMT) |
BGE: Fix for T43980 MouseLook (actuator) triggers MouseMovement (sensor) on other objects permanently only trigger mouse event when it is necessary, this way we avoid conflicts with other mouse sensors. |
Revision 3db0e1e by Thomas Dinges March 12, 2015, 23:09 (GMT) |
Cycles: Simplify volume light connect code. |
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