Revision 06b8208 by Gaia Clary June 25, 2013, 22:19 (GMT) |
disable normalize when active vertex contains locked weights |
Revision eacd013 by Gaia Clary June 25, 2013, 21:00 (GMT) |
disable vertex editing when weight group is locked |
Revision 8245bdc by Campbell Barton June 25, 2013, 20:52 (GMT) |
quiet double promotion warning and some style cleanup |
Revision 8574808 by Brecht Van Lommel June 25, 2013, 16:38 (GMT) |
Fix #35546: clicking cycles "Use Nodes" did not do a proper undo push, due to button disappearing as soon as it's clicked. Workaround now is to make this an operator. Thanks to Lukas and Campbell for tracking this down. |
Revision daa54f0 by Brecht Van Lommel June 25, 2013, 14:57 (GMT) |
Fix #35846: crash rendering with dupligroups visible in 3D viewport during render in some cases. The dupli code would still do object updates during render indirectly, while this is disabled for thread safety everywhere else, now we disable it for this case as well. Not a pretty solution but this is for the depgraph refactor to solve. |
Revision 40d4dfa by Brecht Van Lommel June 25, 2013, 14:48 (GMT) |
Fix #35824: finding missing files not working correct for filepaths with special characters on Windows. Replaced some uses of stat() by BLI_stat() to properly handle such filepaths. |
Revision 689ca4a by Campbell Barton June 25, 2013, 14:31 (GMT) |
correct assertion error (clear dirty normal flag when there are no vertices) |
Revision 6268434 by Brecht Van Lommel June 25, 2013, 13:39 (GMT) |
Fix part of #35859: lib linking errors were not shown when opening files through open recent. |
Revision bd59bae by Antonis Ryakiotakis June 25, 2013, 13:27 (GMT) |
Fix #34909 Texture paint mode does not correctly update when using textures larger than 2048x2048. Check if texture is over user preference or GPU limit in texture paint mode and if it is, scale the partial redraw rectangle before uploading to GPU. This should be faster than rescaling the whole texture. |
Revision 9ae8e4c by Brecht Van Lommel June 25, 2013, 12:26 (GMT) |
Fix #35715: graph editor > channels > move.. menu item showed wrong keyboard shortcut. |
Revision 64968e3 by Campbell Barton June 25, 2013, 10:49 (GMT) |
patch [#35830] Add Catmull-Rom spline as an option for lattice deformer |
Revision 37f5945 by Campbell Barton June 25, 2013, 10:44 (GMT) |
style cleanup |
Revision 02bcfa1 by Campbell Barton June 25, 2013, 10:40 (GMT) |
new weight operators had zero min/max range for the 'weight_group' |
Revision 436c546 by Bastien Montagne June 25, 2013, 10:30 (GMT) |
Use bit-shift op for all bit-flags. Btw, there is a comment stating that bits 12-15 are the same for uiBlock->flag and uiBut->flag, this is obviously no more true currently (maybe it is now bits 14-17, i.e. ALIGN flags?). |
Revision b132f6b by Sergey Sharybin June 25, 2013, 09:32 (GMT) |
Revision 45d7ebb by Sergey Sharybin June 25, 2013, 09:27 (GMT) |
Include DNA_scene_types before ED_object instead of forward enum declaration Forward enum declaration is a bad idea, especially for C++ which requires enum specification to dteermine which data type to use to store it. Alternative would be to not use enum as an arument and pass it as int, but actually would rather be strict on typing -- using explicit enum as parameter type helps understanding the code and prevents possible mistakes when using the function. |
Revision c4e88dd by Sergey Sharybin June 25, 2013, 09:04 (GMT) |
Experimental feature to lock the interface while rendering Added function called WM_set_locked_interface which does two things: - Prevents event queue from being handled, so no operators or values are even possible to run or change. This prevents any kind of "destructive" action performed from user while rendering. - Locks interface refresh for regions which does have lock set to truth in their template. Currently it's just a 3D viewport, but in the future more regions could be considered unsafe, or we could want to lock different parts of interface when doing different jobs. This is needed because 3D viewport could be using or changing the same data as renderer currently uses, leading to threading conflict. Notifiers are still allowed to handle, so render progress is seen on the screen, but would need to doublecheck on this, in terms some notifiers could be changing the data. For now interface locking happens for render job only in case "Lock Interface" checkbox is enabled. Currently this option would only make rendering thread-safe, but in the future more benefits are possible to gain from it. Namely, if we'll make renderer using it's own graph, this option would allow to free memory used by 3D viewport graph, which would help keeping memory usage low (or even would allow renderer not to copy anything in this case). Initially thought this change will also allow to free DMs used by viewport, but we couldn't actually do this. This is because of modifiers which uses other objects (like boolean), They're in fact using viewport DM. This is bad because of few reasons. We currently need to have viewport DM when rendering. And for sure even in background render viewport DMs are being calculated. This sounds like 2x computing is needed: one is for viewport DM and one is for RenderDM. If we'll have local graphs, we'll be able to compute RenderDMs only and store them in graph. This would require a bit more of the memory, but would solve current issues with viewport DM used for modifiers operands while rendering and it should give quite noticeable speedup. Other tools like backing would also benefit of this option, but rather get approval of current way of locking first. |
Revision 6504008 by Sergey Sharybin June 25, 2013, 07:27 (GMT) |
Revision d3b6117 by Sergey Sharybin June 25, 2013, 07:22 (GMT) |
Fix typo made back in svn rev35785 Callback handle was assigning to wrong storage in RE_draw_lock_cb. So far it was completely harmless because all the callbacks are using the same handle, so test_break_callback was using correct handle, and since draw_lock_callback didn't use handle at all nobody noticed this. But this typo lead to draw_lock_callback using NULL instead of real RenderJob, which is bad for the feature we're working in GSoC branch. |
Revision 54db7f1 by Brecht Van Lommel June 25, 2013, 00:49 (GMT) |
Buildbot: disable command length workaround for now, seems to give link errors. |
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