Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 3262 / 5574

March 13, 2013, 05:23 (GMT)
style cleanup: also remove unused defines in paint_image.c
March 13, 2013, 03:46 (GMT)
Texture sampling function refactoring:

ALERT! POSSIBLE BREAKING COMMIT, ESPECIALLY FOR SCULPT!

Separate the sculpt sampling function so that it can be reused
from other paint systems. This includes updating of the relevant
coordinates for anchored and rake style brushes, which are now
being updated as part of the stroke system.

I left only code for area-style brush texture mapping in sculpt
code, since it requires a few data structures not present on other
paint systems.

This commit makes it almost as easy to support rake on other systems as
exposing the python UI for it. Also it makes it totally possible to
have texture painting capabilities in vertex paint too :) These commits
will follow very soon.

Also, even if I did my best to keep the code from breaking, (even fixed a
leftover bug from coordinate changes) this is a big change. Please test!
March 12, 2013, 21:46 (GMT)
style cleanup
March 12, 2013, 16:57 (GMT)
Patch #34204: [Render Animation] Fails with "Error: Specified sample_fmt is not supported" with ogg vorbis

Patch by Jehan Pages (pardon for mis-typing, emacs-nox works not so good with
urf-8 buffers here), with some own modifications. Thanks!

From the patch tracker:

The problem is because of several versions of ffmpeg, but even more because of
the fork situation libav/ffmpeg. So there are some installed versions out there
where you *must* use a float sample for some codec; whereas oppositely on some
other installations, you *must* use the int sample. So for some people, one
works not the other, and reciprocally.

As a consequence, you can't just have a switch codec-based, like in current
code, which decides on the float or int implementation, you must necessarily
have a runtime test because you won't know until then if ogg vorbis will use
one or another sample (note: that's true also for AC3 as I fixed the exact same
bug in DVDStyler for AC3 encoding a few months ago; and I guess it would be same
for AAC).

Some notes from self:
- New FFmpeg requires using FLTP for AAC, AC3 and Vorbis, it's not supported
by audaspace and result in this case would be just wrong. Throw an error
in cases FLTP is trying to be used.
- Moved strict_std_compliance a bit upper. When we'll support FLTP both
FLT and FLTP for AAC would need to be using FF_COMPLIANCE_EXPERIMENTAL.
- It is nice to have such check of supported by codec formats anyway.
March 12, 2013, 16:09 (GMT)
Patch #34569: Enable PNG Codec for video output

By Gottfried Hofmann, thanks!
March 12, 2013, 14:55 (GMT)
change defaults for window state on X11 (yet again), after further discussion.

instead use a fixed size as a default, clamp by the desktop size and add some padding (to account for title bar and panel).
March 12, 2013, 14:28 (GMT)
Print compositor execution statistics when in background mode

This will print memory usage, mapped memory usage, memory peak,
compositing tree name and number of finished tiles to stdout
when blender is rendering in background mode.

This makes compositor a less blackbox and should help trouble
shooting issues happening during 4K ToS project.
March 12, 2013, 14:06 (GMT)
Fix for strict compiler's flags
March 12, 2013, 14:04 (GMT)
Fix for crash in special cases when mixing translate node with other

Issue was caused by calling ensureDelta from initexecution, which will
read pixels from an input and it could read from non-initialized
operations.

Issue was originally introduced in svn rev54235 which added ensureDelta
to translate's initExecution, but since rev54349 this call seems to be
doing nothing.
March 12, 2013, 13:18 (GMT)
Temp fix for stupid -Wformat-security issue.

Also makes more use of BLI_snprintf, and makes more consistent code acrross all "header strings" generation in transform.c.
Revision d74e029 by Gaia Clary
March 12, 2013, 13:03 (GMT)
Ouliner: Added recursive setting of (visibility/selectability) for bones (Edit- and Object-mode)
March 12, 2013, 12:47 (GMT)
replace sprintf -> strcpy where its not needed.
March 12, 2013, 11:03 (GMT)
Changing image ID datablock fomr browser in Image node didn't change output sockets

Which lead to either multilayer sockets hanging around when switching image from
multilayer to singlelayer, or missing layers outputs when switching from single
to multilayer image.
March 12, 2013, 10:34 (GMT)
Fixe related on #34608: MultiLayer OpenEXR (from Maya) - passes lost in Compositor Image Node

imb_exr_split_channel_name didn't set any value to layer and pass names,
leaving them uninitialized.

This is likely solves initial report, but will know for sure after testing
windows build only.
March 12, 2013, 09:24 (GMT)
Woops, installing dlls shall happen after all the folders are created.
March 12, 2013, 09:19 (GMT)
Made a mistake in recent windows buildbot tweaks.
Didn't count indentation correct..
March 12, 2013, 08:50 (GMT)
code cleanup: quiet struct gcc warnings, also use more conventional names for bmesh dissolve.
March 12, 2013, 08:46 (GMT)
fix own regression in 2.66 [#34610] Text editor: Syntax highlighting freezes
March 12, 2013, 08:24 (GMT)
Fix compilation error after recent changes to strict gcc flags

Dudes, please try building blender with all default features
before doing such a commits. It helps just a lot when bisecting
issues later.

Also solved const qualifier discard happens in recent monofont
commit.
March 12, 2013, 08:24 (GMT)
Fix #34599: Mask nodes stop working if output is later piped through HSV node

Issue was caused by the fix for #33650 which changed way to check whether
operation resolution is set or not from checking dimensions are zero to
setResolution was ever called.

Such change lead to conflict with MixBase operation (used for Mix node) which
uses temporary zero resolution to check whether input socket resolution is
known. This leads to zero resolution setting to that branch of tree. After this
resolution will never set to it's actual value.

For now solved by changing logic how MixBase operation detects resolution.
Namely instead of using trick with temporary zero resolution and calling
determineResolution for all inputs, and then call base class's method to
determine resolution just once again, check whether input socket is connected
and if so use it's resolution.

Shall not be regressions for real-life trees, but keeping an eye on this and
doing more tests is for sure welcome.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021