Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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June 30, 2013, 23:30 (GMT)
opengl debug info, make GPU_state_print() only show values in arrays that are set. (was print 32 values every time)
June 30, 2013, 22:04 (GMT)
fix [#35914] Blender crashes when trying to use vertex selection masking on a copy directly after using SHIFT+d
June 30, 2013, 21:41 (GMT)
minor change for high res displays, scale fcurve handles and view3d axis size.
June 30, 2013, 16:20 (GMT)
Patch [#35897] install_deps: add OpenEXR to ldconfig by Gavin Howard, thanks.
June 30, 2013, 13:35 (GMT)
Fix for
* [#35922] RGB Input Node doesn't work properly

June 30, 2013, 11:56 (GMT)
revert own fix for adding nodes with (DPI != 72), the fix doesn't work for OSX retina displays.
June 29, 2013, 11:02 (GMT)
Fix more swapped descriptions for mouse X/Y position properties.
June 29, 2013, 10:59 (GMT)
Fix swapped descriptions for window X/Y position properties.
June 29, 2013, 10:52 (GMT)
Fix scons/windows build error, missing pthreads include in blenfont for mutex.
June 29, 2013, 10:09 (GMT)
re-arrange '--help' output into more useful sections (added debug, python).
also minor style cleanup
Revision b70c844 by Gaia Clary
June 29, 2013, 08:41 (GMT)
fixed a compiler warning message in vs 2008
Revision 23d3c64 by Gaia Clary
June 29, 2013, 08:38 (GMT)
fixed Blender crash, but unclear when this situation can happen
June 28, 2013, 21:58 (GMT)
Towards threaded object update

This commit contains changes related on running function
BKE_object_handle_update_ex from multiple threads in order
to increase scene update time when having multiple
independent groups of objects.

Currently this required changes to two areas:

- scene.c, where scene_update_tagged_recursive is now using
threads for updating the object

There're some tricks to prevent threads from being spawned
when it's not needed:

* Threading will only happen if there're more than one CPU
core.

* Threading will happen only if there're more than single
object which needed to be updated.

There's currently one crappy part of the change: which is
freeing object caches (derivedFinal, derivedDeform and so)
from main thread. This is so because in case VBO are used
freeing DM is not thread safe. This is because DrawObject
used global array. Would look into possibility of making
that code safe later.

There're also currently some ifdef-ed debug-only code, which
helps a lot troubleshooting whether everything is working
fine. This code looks a bit ugly now, will either drop it
later or make it more cleat.

And one more thing: threaded update is CURRENTLY DISABLED.
This is because of some thread-unsafe issues discovered
while was working on this patch. Namely:

* I have once a crash in Curve module. Wasn't been able
to reproduce the crash, but could thing about some
unsafe code there.

* Virtual modifier list is not thread-safe (it uses static
variables).

* Armature modifier is also doesn't seem to be thread safe
because of storing some temporary runtime data in actual
armature.

All this issues are to be solved next.

- depsgraph.c, where i've added a function which gives list
of groups, each group contains objects and dependency is
only allowed between objects inside one group.

This is needed to make scheduling of objects easier, which
means update threads will operate on groups, and will handle
objects one-by-one inside group. Different threads will
operate on different groups.

Currently such groups will be generated on every update.
Actually, on every run of scene_update_objects_threaded which
only happens if there're objects marked for update. In the
future we could consider storing such groups in graph itself,
which will help saving CPU power on building such groups.
But this is something to be discussed with Joshua first.

P.S. If you really want to test threaded update, you'll
need to replace:

#undef USE_THREADED_UPDATE

with:

#define USE_THREADED_UPDATE
June 28, 2013, 21:58 (GMT)
Allow some operators when interface is locked

Now it's possible to mark operator as safe to be used
in locked interface mode by adding OPTYPE_ALLOW_LOCKED
bit to operator template flags.

This bit is completely handled by wm_evem_system, not
with operator run routines, so it's still possible to
run operators from drivers and handlers.

Currently allowed image editor navigation and zooming.
June 28, 2013, 21:58 (GMT)
Code cleanup: replace bunch of ifdef+if(do_debug_handler) with
a macro which checks all the stuff and keeps code easy to follow.
June 28, 2013, 21:24 (GMT)
replace LATTICE_PT macro with BKE_lattice_index_from_uvw().
June 28, 2013, 19:33 (GMT)
fix regression since early 2.5x, there was no way to copy library linked objects.
June 28, 2013, 18:39 (GMT)
fix for crash linking fonts to other objects with linked obdata (link, undo would crash).
June 28, 2013, 18:19 (GMT)
view-selected didnt work for metaballs in object mode (radius from previous commit was 2x too large too).
June 28, 2013, 17:58 (GMT)
Fix #35904: on Windows force NVidia Optimus, which does automatic graphics
switching between an integrated Intel and a dedicated NVidia card, to use the
dedicated card for Blender.

A more portable and general solution would be nice, but it's all I could find:
http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021