Revision 90f4ed3 by Campbell Barton October 24, 2012, 05:08 (GMT) |
use int's for kdopbvh start/stop axis since there were loops comparing with other ints. |
Revision 81eafc4 by Campbell Barton October 24, 2012, 05:06 (GMT) |
use min_ii/max_ii over MIN2 MAX2 |
Revision db250a4 by Campbell Barton October 24, 2012, 04:29 (GMT) |
fix [#32855] Obj im and export and the file path and name file selector now uses previously used settings for operators rather then over riding them with the currently open blend file. |
Revision cbc734d by Campbell Barton October 24, 2012, 03:37 (GMT) |
comment R_SEQ_GL_REND flag, opengl render now does gl previews. |
Revision 69f0a31 by Campbell Barton October 24, 2012, 03:35 (GMT) |
- enable GPU mipmap generation by default (Sergey and I wanted to change this before but it was too close to release). - set opengl-solid display for the sequencer preview. |
Revision 1753010 by Campbell Barton October 24, 2012, 03:27 (GMT) |
enable rendering from the sequencer again. this was working since 2.4x and shouldn't have been disabled. |
Revision 2da6039 by Campbell Barton October 24, 2012, 02:25 (GMT) |
rename axis_primary_v3() to max_axis_v3() to avoid confusion with axis_dominant_v3(). also add min_axis_v3(). |
Revision 9055ec3 by Janne Karhu October 24, 2012, 01:43 (GMT) |
Final fix for [#31017] Particles not generated on Grid Distribution * In some cases a quad would be intersected twice so particles near this double-intersection point were not generated in grid distribution due to being marked as outside the surface. |
Revision 1dadd3b by Nicholas Bishop October 23, 2012, 23:54 (GMT) |
Partially replace convex hull implementation with Bullet implementation * Bullet's convex hull implementation is significantly more robust than the one I implemented, as well as being faster. * This fixes bug [#32864] "Convex Hull fails in some cases." projects.blender.org/tracker/?func=detail&aid=32864&group_id=9&atid=498 That bug, and others like it, relate to the poor handling of co-planar surfaces in the input. Pretty much any model that is simple-subdivided a few times gave very bad results before, Bullet's implementation handles this much better. * In order to ensure a smooth transition, the Bullet output is translated into the existing HullTriangle hash structure. This makes it easy to ensure that the existing slot output stays the same; the interactions between the slots are somewhat complicated, detangling is a TODO. * Reviewed by Brecht: https://codereview.appspot.com/6741063 |
Revision 0b16c9e by Nicholas Bishop October 23, 2012, 23:54 (GMT) |
Patch Bullet to make it's convex hull implementation usable in BMesh * Add access to the original indices for vertices * Add a very simple C API for convex hull * Add this patch to the patches folder and update readme.txt |
Revision baa4fc6 by Bastien Montagne October 23, 2012, 20:39 (GMT) |
Separate languages file generation code into its own script (much better this way, so that we can regenerate that file without update whole trunk!). Also add es_ES (Spanish from Spain) language, as we have a po for it! |
Revision 9edec9f by Bastien Montagne October 23, 2012, 19:39 (GMT) |
Fix #2 for [#32954] Crash when activating 'International Fonts' in User Preferences I though allocating zero-sized mem would return a NULL pointer, but it looks like it does not... :/ Anyway, Blender should no more crash in case languages file is missing, will just use default (system) locale... |
Revision 84032e9 by Brecht Van Lommel October 23, 2012, 19:10 (GMT) |
Fix #27834: AAO color bleeding failure case with raytraced shadows. |
Revision be5e2a0 by Howard Trickey October 23, 2012, 18:17 (GMT) |
Fix knife sensitivity issue (#30637): better calculation of how to clamp distances in ortho mode. |
Revision 9756c85 by Sergey Sharybin October 23, 2012, 17:58 (GMT) |
Fix #32954: Crash when activating 'International Fonts' in User Preferences |
Revision 40242c2 by Sergey Sharybin October 23, 2012, 17:24 (GMT) |
Cycles: update buffers only once in a while when progressive refine is used It'll mimic the same behavior as regular tile rendering update and it should give pretty noticeable boost on simpler scenes. |
Revision a32d134 by Sergey Sharybin October 23, 2012, 16:46 (GMT) |
Solve unresolved call of min(int&, unsigned int&) Alternative could be using unsigned ints for min/max chunks. |
Revision 933864d by Sergey Sharybin October 23, 2012, 16:36 (GMT) |
Fix #32951: Progressive refine crashing Blender when used with multiple cuda Issue was caused by offline rendering could have been allocated the same tile to different devices and in this case buffers would become invalid. Made it more clear in the code, so now it's flag for tile manager to indicate whether tiles should always be allocated for the same device or not. Also cleaned a way how tile index for progressive refine is calculating, which is now avoids tricky computation based on tile coordinate and it's dimensions. |
Revision e038a1c by Campbell Barton October 23, 2012, 16:32 (GMT) |
reduce float comparisons for keying operation and despill. |
Revision fec81d9 by Campbell Barton October 23, 2012, 16:21 (GMT) |
use min_ max_ functions in more places. also fix minor error in MOD decimate when the modifier did nothing the reported face count would be wrong. |
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