Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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April 28, 2012, 13:37 (GMT)
Hopefully a fix for [#31097] glibc error when playing sound using BGE
April 28, 2012, 13:16 (GMT)
Audio:

* Fix for [#31099] Audio in Meta-Strips Plays Beyond Strip Cut
* Adding a split files option to the mixdown operator which then renders each channel into a separate file
April 28, 2012, 12:23 (GMT)
code cleanup: remove editmesh code left hanging around thats already been ported to bmesh, also remove main editmesh header.
April 28, 2012, 11:45 (GMT)
patch [#31104] Correct comment for mul_qt_v3
from Bill Currie (taniwha)

April 28, 2012, 10:33 (GMT)
code cleanup: replace some long ELEM7 checks with macro OB_TYPE_SUPPORT_EDITMODE()
April 28, 2012, 10:09 (GMT)
Camera tracking: if there's no image for current frame display default grid
and allow to interact with tracks for operators which doesn't require image.

Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625

April 28, 2012, 09:32 (GMT)
Fix #31117: Segfault when removing Meshdeform Modifier
April 28, 2012, 09:21 (GMT)
Fix: #31095: Incorrect clamping of labels for multibyte languages
April 28, 2012, 09:10 (GMT)
Cycles: fix for CUDA build.
April 28, 2012, 09:00 (GMT)
Point Cache: allow baking external smoke caches. This needs to be cleaned up
a bit, I couldn't fully understand how the External setting is supposed to
work to make further changes, but this should make it work at least.
April 28, 2012, 09:00 (GMT)
Addons: "persistent" parameter for addon_utils.enable(), so that you can enable
addons from a startup script and keep them enabled after loading .blend files.
April 28, 2012, 08:53 (GMT)
Cycles: merging features from tomato branch.

=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
April 28, 2012, 08:47 (GMT)
bump commit count, mingw32 -> mingw64
April 28, 2012, 08:45 (GMT)
Add MingW as "platform"
April 28, 2012, 08:43 (GMT)
Style cleanup in own compositor nodes
April 28, 2012, 08:32 (GMT)
* UI fix for last commit, forgot to remove the plugin text strings.
April 28, 2012, 08:29 (GMT)
code cleanup:
- replace inline face UV center calc.
- use const float[3] for mesh and uv functions.
- remove unused define
April 28, 2012, 08:27 (GMT)
Plugin system:
* Remove RNA, Operator and UI for Texture and Sequence plugins.
Since 2.5x no effort has been done to bring that back, so there is simply no reason in keeping that code and the UI for that ;-)
* Low Level code still exists and is unchanged.
April 28, 2012, 07:43 (GMT)
fix memory leak in BM_face_copy()

note that this doesnt run when duplicating faces normally, only way to cause this bug I could find was to knife cut a 33+ sided ngon with multi-res applied.

also small improvement not to grow the array but allocate at once if needed.
April 28, 2012, 07:02 (GMT)
fix for incorrect selection check in opencollada integration.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021