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Blender Git Statistics -> Branches -> compositor-2016

"Compositor-2016" branch

Total commits : 362
Total committers : 26
First Commit : May 22, 2016
Latest Commit : June 9, 2016


Commits by Date

DateNumber of Commits
June 9, 20166
June 8, 2016346
June 7, 20160
June 6, 20160
June 5, 20160
June 4, 20160
June 3, 20160
June 2, 20164
June 1, 20162
May 31, 20160
May 30, 20160
May 29, 20160
May 28, 20160
May 27, 20160
May 26, 20160
May 25, 20161
May 24, 20161
May 23, 20161
May 22, 20161

Committers

AuthorNumber of Commits
Campbell Barton99
Sergey Sharybin95
Bastien Montagne45
Brecht Van Lommel35
Thomas Dinges13
Gaia Clary11
Joshua Leung11
Jeroen Bakker7
Martijn Berger6
Mike Erwin5
Alexander Romanov4
Lukas Stockner4
Monique Dewanchand4
Howard Trickey3
Julian Eisel3
Mai Lavelle3
Ralf Hölzemer3
Dalai Felinto2
Germano Cavalcante2
jens verwiebe1
Lukas Toenne1
Philipp Oeser1
Porteries Tristan1
Sebastian Ullrich1
Stefan Werner1
Thomas Beck1

Popular Files

FilenameTotal Edits
gpu_shader_material.glsl26
cycles_xml.cpp12
image.cpp11
dynamicpaint.c11
nodes.cpp11
CMakeLists.txt9
nodes.h9
array_store.c9
slave_compile.py8
readfile.c8

Latest commits Feed

June 9, 2016, 11:28 (GMT)
Fix armature stick draw, unpack-alignment was set but never restored

Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
June 9, 2016, 11:28 (GMT)
Cleanup: GPU headers
June 9, 2016, 11:28 (GMT)
glutil: add glaGetOneInt helper
June 9, 2016, 11:28 (GMT)
GPU: avoid disabling basic-shader for lasso

Replace glDrawPixels w/ glaDrawPixelsTex
June 9, 2016, 11:28 (GMT)
Compilation error fix after recent cleanup

Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
June 9, 2016, 11:28 (GMT)
Cleanup: GPU arg wrapping
June 8, 2016, 20:54 (GMT)
disable glsl, glew import different on mac. Check on viewer node do_output io active. First check bnode output buffer, can be null, prevent compo from crashing.
June 8, 2016, 19:45 (GMT)
Make uiLists placed in popups usable

It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.

Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.

Mostly fixes T48612.
June 8, 2016, 19:45 (GMT)
Add 'multi small' testcase to performance Ghash tests.

This new test simply inserts and lookup a lot of time on very small ghashes
(most are < 17 items).
June 8, 2016, 19:45 (GMT)
Cycles: Yet another fix for textures limit
June 8, 2016, 19:45 (GMT)
C99/C++11: replace deprecated finite() by isfinite().
June 8, 2016, 19:45 (GMT)
Move editmesh undo into its own file
June 8, 2016, 19:45 (GMT)
BLI_math: add 'equals_m4m4' (and 'm3' variant) helpers.
June 8, 2016, 19:45 (GMT)
Cycles: Fix long compile time with MSVC.

Compile time per kernel increased alot after recent image commits, re-shuffle some code to fix this.

Patch by "LazyDodo".

Differential Revision: https://developer.blender.org/D2012
June 8, 2016, 19:45 (GMT)
Cleanup: warnings
June 8, 2016, 19:45 (GMT)
Fix wrong scale of vertex color values when doing border render of Cycles viewport
June 8, 2016, 19:45 (GMT)
ndof: simplify Mac build

We don?t require the 3Dconnexion driver framework at build time.

No special link flags or include paths needed.
June 8, 2016, 19:45 (GMT)
Correct exit-code check
June 8, 2016, 19:45 (GMT)
Fix wrong vertex color in BI GLSL mode

The issue was caused by recent normalization added to the GLSL attributes.
June 8, 2016, 19:45 (GMT)
Dynapaint: fix use of normal normalization in dynamicPaint_generateBakeData().

Vertex's normal is always normalized - and its conversion from short to float should not change that!
On the other hand, linear interpolation of three normals **does not give a normalized vector**
(unless all three inputs are exactly the same).

Also, minor optimization, avoid recomputing that interpolated normal twice for each PaintUVPoint.

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021