Age | Commit message (Collapse) | Author |
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New code is actually much, much better than first version, using 'fetch_and_add' atomic op
here allows us to get rid of the loop etc.
The broken CAS issue remains on windows, to be investigated...
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Needed for next commit.
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Some variants of gcc compilation were reporting 'control reaching end of non-void function' error
in this switch/case maze. Either use break everywhere or not at all (which is simpler, since we
only always return anyway...).
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Wrong indentation, wrong spacing.
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This reverts commit b13bc48932761dd813597507b1a1dc86d951ebff.
Wasn't only typo fixes, broke compiling
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patch by @Blendify
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Method for scaling is still not perfect but quite close.
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feature."
There are some serious issues under windows, causing deadlocks somehow (not reproducible under linux so far).
Until further investigation over why this happens, better to revert to previous
spin-locked behavior.
This reverts commits a83bc4f59707ab and 98123ae9168.
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Replace "..attribute::" by ".. attribute::".
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In case not all bones are selected, not all possible mirrors are set in editbone->temp.ebone,
so we need to search them...
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Reading the shared state->iter value after storing it in the 'reference' var could in theory
lead to a race condition setting state->iter value above state->stop, which would be 'deadly'.
This **may** be the cause of T48422, though I was not able to reproduce that issue so far.
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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BLENDER_SYSTEM_SCRIPTS wasn't included in bpy.utils.script_paths()
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Some const qualifier was discarding.
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mantaining the linked library.
When writing temp blenbuffer file, libraries of linked datablocks where not tagged correctly, which
means they were not put in the temp Main used to write the buffer, resulting in implicit localization
of linked data.
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all indirectly linked data.
Previous to 2.77, this used to be default behavior, was changed in rB591f4549c958b.
However, in most append cases, you do want a full localization of your data, so this new behavior
is kept by default, but there is now an option in append operator to only localize the 'first level'
of data (i.e. datablocks from linked library itself, and not those from other 'sub-libraries').
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matrices.
On big and complex rigs like blendrig or koro, it can give up to ~10% more FPS in best cases.
Hard to tackle all cases in tests though, so please report any unexpected slowdown
in armature animation playback!
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Code by @sergey, with small edits and doc by @mont29.
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Dyna WPaint indeed only uses first output layer, but better be consistent in those cases...
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Line lengths, monolined 'if' statements, int -> bool, etc.
Also, replaced some internal cooked stuff by BLI helpers (most notably, the
'is inside UV triangle' code in `dynamicPaint_createUVSurface()`), and some
other minor optimizations.
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This way it's easier to compare different renders together without
worrying about scale too much.
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Previously if image only had single channel only z buffer value was displaying.
This isn't handy for cases when you've got single channel buffer which is not
a z buffer.
Also fixed possible read past the array.
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installed
install_deps can fail due to conflict between gcc (referenced by base-devel) and
gcc-multilib if the latter is installed. This avoids the conflict by filtering
the contents of base-devel when needed.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D1944
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This way, we also save 3/4th of memory for single channel byte textures (e.g. Bump Maps).
Note: In order for this to work, the texture *must* have 1 channel only.
In Gimp you can e.g. do that via the menu: Image -> Mode -> Grayscale
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Its important to add tri-edge intersections from both sides.
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Followup commit to 18e5e2fa1ac26ccbbd0cc8b486a5d92be6888021. Needs the same
treatment in the second pass when ID tags are reset again.
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In nearly all cases this isn't needed.
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Thanks to Daniel Rivera (Dr2d4) for the headup!
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Only set line width in pose-mode
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From user perspective, last selected face is the same as the active face,
use this as a fallback.
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Until now, single channel textures were packed into a float4, wasting 3 floats per pixel. Memory usage of such textures is now reduced by 3/4.
Voxel Attributes such as density, flame and heat benefit from this, but also Bumpmaps with one channel.
This commit also includes some cleanup and code deduplication for image loading.
Example Smoke render from Cosmos Laundromat: http://www.pasteall.org/pic/show.php?id=102972
Memory here went down from ~600MB to ~300MB.
Reviewers: #cycles, brecht
Differential Revision: https://developer.blender.org/D1981
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Was showing an error message,
now dissolve the faces that and delimit at non-manifold boundaries.
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An island walker that only walks over manifold edges.
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Callers need to check for NULL, if we need to know exact cause it could be a return arg.
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Instead of setting an exception, treat non-manifold edges as boundaries.
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