Revision 812cd6c by Campbell Barton May 16, 2013, 08:04 (GMT) |
fix [#35385] freestyle rendering crash blender |
Revision d4dc67d by Campbell Barton May 16, 2013, 07:21 (GMT) |
bmesh grid fill: interpolate vertex customdata (useful for vertex weights and shapekeys) |
Revision 8982439 by Campbell Barton May 16, 2013, 03:55 (GMT) |
Revision b0bb21e by Tamito Kajiyama May 16, 2013, 00:20 (GMT) |
Fix for [#35352] Freestyle + Geometry Spatial Noise freezes on render. SpatialNoiseShader, as well as SmoothingShader were not updating stroke length after geometry modification, causing an infinite loop in Stroke::Resample(int iNPoints) due to incorrect length-based resampling of stroke vertices. |
Revision 00f0ac8 by Brecht Van Lommel May 16, 2013, 00:07 (GMT) |
Fix #35368: * Editing number of segments for particle hair did not update the viewport. * Hidden particles were confusing, the paths were drawn but without the points. Now it draws the path faded to indicate that they are hidden/locked. * Select tips/roots operators now have options to select/deselect/toggle/invert. |
Revision 837d0ac by Brecht Van Lommel May 15, 2013, 22:55 (GMT) |
Fix #35372: sculpting/painting long brush strokes with small brush size would take up a lot of memory. The operator was recording an array with all stroke points. However this was not particularly useful, only sculpt mode had exec() implemented to redo the stroke, but it was not registering the operator anyway so there was no way to access the data after the operator was done. So no one was using this anyway. I did now implement exec for the paint modes so you can call the operator with stroke points from a script. |
Revision b97397c by Brecht Van Lommel May 15, 2013, 21:03 (GMT) |
Fix #35355: 2D image paint View mapping mode was dependent on zoom, this was wrong, it should just fit the texture in the brush circle. |
Revision 9b59e2b by Thomas Dinges May 15, 2013, 20:38 (GMT) |
Code cleanup / Cycles: * Some simplification of closure code (Velvet and Toon). |
Revision 1df1241 by Campbell Barton May 15, 2013, 20:34 (GMT) |
bmesh, grid fill tool. This uses 2 edge loops and fills them with a grid, taking into account curvature of surrounding edges. Access from face menu: Ctrl+F,G http://www.graphicall.org/ftp/ideasman42/grid_fill.png |
Revision 8553084 by Brecht Van Lommel May 15, 2013, 19:24 (GMT) |
Fix #35376: node editor throwing python error on some files saved with 2.66 test builds. |
Revision 693f687 by Brecht Van Lommel May 15, 2013, 19:02 (GMT) |
Fix cycles CUDA error with world multiple importance sampling, after recent OpenCL fixes. |
Revision ac43397 by Brecht Van Lommel May 15, 2013, 17:59 (GMT) |
Fix action zones not drawing properly while sculpting, due to recent bugfix. Partial redraw doesn't work so well with these, now I've changed the action zones to just draw as part of regions instead of as a special overdraw done at the end, which fits better with partial redraw by avoiding any special exceptions. |
Revision a4b5c05 by Brecht Van Lommel May 15, 2013, 17:09 (GMT) |
Fixes for blender internal viewport render: * Particles did not render at viewport resolution like meshes. * Properties editor preview render of hair was crashing, solution is to have two separate flags for this preview render and viewport preview render. |
Revision 845376e by Tamito Kajiyama May 15, 2013, 17:06 (GMT) |
Fix for missing finalization of memory blocks allocated in the Freestyle module. Suitable for inclusion in 2.67a. |
Revision 8a89d27 by Juergen Herrmann May 15, 2013, 17:00 (GMT) |
Libmv internal compiler error workaround for VC2012. Will be reverted as soon as the x64 compiler is fixed. For now it shouldn't have an impact on tracking performance. My test have shown no significant speed difference to official VC2008 build of 2.67. |
Revision 65dcc6a by Campbell Barton May 15, 2013, 15:52 (GMT) |
use bool arrays rather then char for weight paint lock/select arrays |
Revision e1229b2 by Brecht Van Lommel May 15, 2013, 14:37 (GMT) |
Attempt to fix #35057 and #35372: slow texture painting performance. After the paint refactoring for 2.67, the OpenGL texture was getting updated for every stroke point, rather than once for every redraw. With a small brush radius and low spacing the number of stroke points can be quite large, which might have a big performance impact depending on the graphics card / drivers. Also for 2D image paint, avoid redrawing the button panels and properties editor during painting. There is another possible cause for slowdowns with 3D texture painting which was not fixed. Projection painting is creating and destroying threads for every stroke point. Depending on the CPU/OS there might be a lot of overhead in doing that if the brush size is small. |
Revision 71775dc by Brecht Van Lommel May 15, 2013, 14:37 (GMT) |
Fix another cases where painting long brush strokes with small radius was slowed down, this time by the operator properties getting converted to a string for display in the info window. With 1000+ stroke points this can get slow, and takes up too much space anyway, so now it's (somewhat arbitrarily) limited to printing only 10 points. |
Revision bea14e8 by Brecht Van Lommel May 15, 2013, 14:36 (GMT) |
Fix slow resizing of ID property arrays with more than 1619 items, it incorrectly reverted to sizing with by 1 each time. This was slowing down painting long strokes with small brush radius. |
Revision a5dd469 by Sergey Sharybin May 15, 2013, 12:33 (GMT) |
Fix #35354: dyntopo - materials and UI display issues Textured dyntopo draw was leaving 2d textures enabled when it shouldn't. Root of the issue was figured out by Campbell, actual place where 2D textures left enabled found by self. Also, simplified fix is suggested by Campbell (mine was 2 lines longer! :) |
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