Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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October 10, 2014, 10:33 (GMT)
Fix T42168 mask texture UI missing. Own sillyness after last data fix
commit.

If we include the data cleanup commit to an alpha version for 2.72a this
should be included as well
October 10, 2014, 10:04 (GMT)
Fix T32209 quitting not saving latest data if you are in edit or sculpt mode on
quit.blend.

This will use a slower file write if an object is in edit or sculpt
mode.

Autosaving will explicitly not be supported to keep it fast.
Added a tooltip warning.
October 10, 2014, 09:57 (GMT)
Freestyle: Fix for memory leaks in StrokeVertexIterator.

The issues identified here are regression from 2.71, so the present code
revision is appropriate for backporting if 2.72a is planned.
October 10, 2014, 09:57 (GMT)
Freestyle: Fix for StrokeVertexIterator.__next__() ignoring the first and only element.

A StrokeVertexIterator ignores the first element when it is the only element.
Such an iterator can be created by the .incremented() method from an iterator
over two stroke vertices.

This problem is a regression from 2.71. The present fix is appropriate to backport
if Blender 2.72a is planned.

Problem report by Kazuhiro Murakawa through personal communications, thanks!
October 10, 2014, 08:10 (GMT)
BLI_buffer: empty macro
October 9, 2014, 22:30 (GMT)
Tracking: Use task scheduler instead of thread pool for proxy build
October 9, 2014, 22:24 (GMT)
Cleanup: (float)floor -> floorf
October 9, 2014, 20:56 (GMT)
Tracking: Switch prefetch to use generic task scheduler

Not as if it gives any huge benefit to end artists, but it's kinda silly
to have like 3 different task/thread scheduling systems. The new one is
what's recommended for use now i'd say.

On the other hand it has unmeasurable memory save benefit :)
October 9, 2014, 20:44 (GMT)
Cleanup: use bool and const args
October 9, 2014, 20:17 (GMT)
Code cleanup: Mostly whitespace
October 9, 2014, 20:11 (GMT)
Current tile highlight should use render data from the engine

Otherwise tweaking resolution/border would affect the way tiles are highlighted.
October 9, 2014, 20:04 (GMT)
Code cleanup: Use generic isnan() function instead of own ifdef
October 9, 2014, 19:55 (GMT)
Enable atomic peak memory detection

This gives more precise information about memory usage which might be real handy
when doing memory optimization.

It works good here for as long as i can tell but if for some reason you'll be
experiencing some weird slowdown please let me know.
October 9, 2014, 16:38 (GMT)
Fix T41639, hierarchical pie menu - popup interaction is buggy.

Basically, this commit changes pie menu click interaction so that
confirmation is done on left click release instead of press. This allows
dragging on the pie menu to select different items, but most
importantly, there should be no left over click events passed on to
subsequent menus/pies. This means that pie menus should now be able to
spawn popups safely. Also, left clicking to spawn a second pie menu now
sets that menu to click style by default allowing for better interaction
between hierarhies of pie menus.
October 9, 2014, 15:12 (GMT)
Cleanup: tabs

Set your editor to tabs for all C/C++!
October 9, 2014, 15:12 (GMT)
Sculpt: use bitmap for mask bool array
October 9, 2014, 15:12 (GMT)
Minor cleanup.

* Use pie direction, not draw type for pie item collision
* Strict function definitions.
* Initialize random array with system time
October 9, 2014, 14:05 (GMT)
Classic blenderplayer fix + small optimization
October 9, 2014, 13:48 (GMT)
Fix T42139, vertical noise stripe patterns in noise texture.

Two fixes here (only the second one is strictly needed to fix the issue,
but both make the system better).

First is introduction of a random generator array for use with threaded
systems where each thread needs to access its own number generator.
The random texture now uses this so it should not be influenced by other
random generator reseedings of the main random generator like it did
before.

Second, I reshuffled the texture code to resample the upper bits of the
random number first. According to Numerical Recipes, this is where the
most variance can be found, so by sampling those we avoid correlation
issues. Also, multiplying here is not ideal because if a pair of bits
are zero, then the whole result will also be zero.

Overall this is much more random (tm) than before, however result will
also be brighter, since we now have less black spots. Tweaking the
brightness/contrast should somewhat fix that, generally having the same
result as before is not possible anyway if we are to really fix this.

Also, seems like exposing procedural depth might be nice here since it
influences the precision of the texture lookup.
October 9, 2014, 11:32 (GMT)
InstallDeps: Fix wrong OPENCOLLADA settings in final messages in some cases.

Reported by Jefferson Rausseo through mail, thanks.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021